Scripting Question

Discussion in 'Fallout General Modding' started by Tesgrim, Aug 24, 2006.

  1. Tesgrim

    Tesgrim First time out of the vault

    22
    Sep 7, 2004
    I've resurfaced, long ago i was discussing importing F1 scripts into F2, which for the most part i've succeeded with a few programs merging the files, now for the question.
    I've got everything working but the dialog, but its seeminly not the msg files, because it shows their description and first line of dialog fine, but as soon as you talk to them, their first line of windowed dialog appears, and then a popup states "GDialog:Error Grabbing Text Message" or something of the such, can anyone shed some light on to whats causing this? All i have to work with is the INT from F1 master.dat, so its not like i can fix the script if thats the problem, any help is appreciated, thanks. :)
     
  2. jargo

    jargo Where'd That 6th Toe Come From?

    492
    May 25, 2003
    The problem is registration of your scripts.
    When script is compiled it has his registered number (in FO2 in scripts.lst). So if you put fo1 compiled script in fo2 then it will work but will use his number from fo1.
    To make that working you need to make list in scripts.lst in same order like in fo1 (all scripts from fo2 must be erased too).
     
  3. Tesgrim

    Tesgrim First time out of the vault

    22
    Sep 7, 2004
    Ah thanks jargo, i've done that and they work, yet as you said, F2 scripts are replaces by thier F1 counterparts(or most of them anwyays). Since i have very little scripting experience, know any very generic floating/windowed dialog i could use? The addicts and prostitute scripts have massive amount of variables.