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Modifying Form Ranks quest objective

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#1
SephyLV

SephyLV

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Quest Form Ranks need recruit at least eight settlements. I wanna increase this limit to fifteen, to make my game i bit harder.

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
Scriptname Fragments:Quests:QF_Min301_000DDFDB Extends Quest Hidden Const

;BEGIN FRAGMENT Fragment_Stage_0000_Item_00
Function Fragment_Stage_0000_Item_00()
;BEGIN CODE
Min03.SetStage(0)
Min03.setStage(150)
Min03.setStage(550) ; allowed to build artillery
Min03.setStage(560) ; smoke grenades
; TEMP - test if Min03 not finished
;Min03.setStage(950) ; add Ronnie to workshop
;Min03.setStage(1000) ; completed
MQ206.SetStage(0)
MQ206.SetStage(100)
MQ206.SetStage(200)
MQ206Min.SetStage(1000)
MQ206Min.SetStage(1450)
MQ206.Stop()
MQ206Min.Stop()
MQ207.SetStage(180) ; kicked out
MQ207.SetStage(200) ; complete quest
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0001_Item_00
Function Fragment_Stage_0001_Item_00()
;BEGIN CODE
setStage(0)
WorkshopParent.MinutemenOwnedSettlements.SetValueInt(MinutemenCentralQuest.MinRecruitment03)
MQ207.SetStage(200) ; player has exited Institute
Min207.SetStage(200) ; 
MinutemenCentralQuest.CheckForMQAdvance()
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0010_Item_00
Function Fragment_Stage_0010_Item_00()
;BEGIN CODE
SetObjectiveDisplayed(10)
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0015_Item_01
Function Fragment_Stage_0015_Item_01()
;BEGIN CODE
RRAct3Lost.SetStage(300)
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0020_Item_00
Function Fragment_Stage_0020_Item_00()
;BEGIN CODE
SetObjectiveCompleted(10)
SetObjectiveDisplayed(20)
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0030_Item_00
Function Fragment_Stage_0030_Item_00()
;BEGIN CODE
; if player has holotape, set stage 100
if Game.GetPlayer().GetItemCount(MQ206Holotape) > 0
	Min207.SetStage(100)
else
; otherwise, objective to get holotape
	Min207.SetStage(20)
endif
; make it active
Min207.SetActive(true)
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0050_Item_00
Function Fragment_Stage_0050_Item_00()
;BEGIN CODE
SetObjectiveCompleted(10)
SetObjectiveCompleted(20)

; advance MinDefendCastle
MinDefendCastle.SetStage(50)

SetStage(100)
;END CODE
EndFunction
;END FRAGMENT

;BEGIN FRAGMENT Fragment_Stage_0100_Item_00
Function Fragment_Stage_0100_Item_00()
;BEGIN CODE
CompleteAllObjectives()
Stop()
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Min03Script Property Min03 Auto Const

MQ206Script Property MQ206 Auto Const

Quest Property MQ206Min Auto Const

Quest Property MQ207 Auto Const

MQ00Script Property MQ00 Auto Const

workshopparentscript Property WorkshopParent Auto Const

MinutemenCentralScript Property MinutemenCentralQuest Auto Const

Quest Property MQ301 Auto Const

ReferenceAlias Property Alias_PrestonGarvey Auto Const

GlobalVariable Property XPFactionFinal Auto Const

Quest Property MinDefendCastle Auto Const

Quest Property Min207 Auto Const

Quest Property RRAct3Lost Auto Const

Holotape Property MQ206Holotape Auto Const Mandatory

This is quest script if i understand correctly i need to change value of parameter MinRecruitment03, but how do i do it? I cant find this parameter in creation kit or maybe im looking at wrong place? Can i just replace it with number 15?
 

 



#2
SKK50

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You need to be looking at MinutemenCentralScript on MinutemenCentralQuest

 

The variable is MinutemenOwnedSettlements

 

The target value is MinRecruitment03

	; waiting to hit "75%" ?
	if MinutemenProgress == 5
		if WorkshopParent.MinutemenOwnedSettlements.GetValue() >= MinRecruitment03
			setProgress(6)
		endif
	endif

If your into hacking base game scripts (ouch) then you need to open MinutemenCentralQuest, edit the value for MinRecruitment03 from 8 to whatever, as a CONST that will need the script recompiling.

 

Some notes from my fixing mod:

 

Taking ownership will count towards the MinutemenOwnedSettlements quest trigger (for taking and defending the Castle) if there is at least one settler when the next MM radiant quest is handed in to Preston which updates the quest counters. Or run option (22) Update Minutemen quest counters. 

 

(7) Disabling Minuteman settlement radiant quests (kidnapping, problem with) may slow down your progress on the Minutemen quest line because your count of MinutemenOwnedSettlements will not be updating. Running option (22) will keep the quest counters lined up to trigger Take/Defend Castle.

 

(22) Update Minutemen quest counters option bumps the MinutemenCentralQuest to update recruitment quest based progress (MinutemenRecruitmentAvailable + MinutemenOwnedSettlements) as they don't always register when handing quests in to Preston, so you end up recruiting a stack of settlements without MIN02 Taking Independence starting or MIN301 Form Ranks completing.



#3
SephyLV

SephyLV

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Thanks now i get it! How do i do script recompiling after changing value?


Edited by SephyLV, 14 June 2022 - 10:39 am.


#4
SKK50

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How are you editing it ?



#5
SephyLV

SephyLV

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i did with notepad++



#6
SKK50

SKK50

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If you are not editing through creation kit (which would be one button), suggest you search for tutorials on "how to compile payrus scripts".



#7
Sars99

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Shouldn't need to edit scripts for this. Create an overwrite plugin and change the property on the MinutemenCentralQuest.







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