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Fallout 3 quest mod help


vegaswanderer

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Hello guys, I'm making a quest for Fallout 3 and I'm kinda at a dead end with one of the things I'd love to implement. It's probably something simple for the most of you but since I'm a newbie at scripting, it seems impossible to do for me.

 

The thing is I have two terminals in two different cells. The first terminal is unlocked and has an option (menu text) to display an option which results in an "access denied" text. This is the option I'd like the terminal to show by defaul. I wrote another menu text basically copypasted from the first menu text but this one displays "an access granted" result text.

 

The second terminal, like I said, is in a different cell and my idea was to have the player read a note and after doing so (not adding to the player cause the player is a child without pipboy at that moment), that changes the "access denied" from the first terminal into the "access granted" option. Then, there would be a submenu on the first terminal and it gives you an option to set a character who is set to ghost and unconscious to change this variables so you can kill him and kill him with one of the menu text options. I've tried checking tutorials and trying some stuff but to no avail. Anyone here can help me with that? He/ she will obviously be credited.

Edited by vegaswanderer
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Technically, from the GECK standpoint, it sounds like you will have to make it a Message box that pops up and not a Note since you said you did not want to add a note to the players inventory although you could still add a paper note even without the pipboy. There are a few different ways to make this happen depending on the situation. You can make a Trigger that when the player enters it pops up the message like reading a note. You could put a note on a table and when the player gets close have a message pop up. I'm not sure of your level of expertise, but I'll try to explain how it is done. You put a Trigger that has a script that says something like the following.

scn NoteTriggerScript

short DoOnce

Begin on TriggerEnter Player
   if DoOnce == 0   ; so trigger only runs once
       showmessage TerminalActivateNote   ;pops up message of your choice
       set TerminalQuest.ChangeTerminalActive to 1   ;sets a Quest Variable so the Terminal changes to the access granted menu choice
       set GiveOnce to 1  ; so trigger runs once
   endif
END
     

Then on the Terminal you have your 2 menu options. At the bottom it says "Item Conditions" for every menu item choice. Use GetQuestVariable and pick the Quest Variable you made to say Value 0 for the Access Denied and Value 1 on the Access Granted. This way only one or the other will show depending on what the variable is set to. Then on the menu option that says kill you just put the script in the Item Result Script that does the below changing the name to the Actor you want to kill in the GECK. You can also set to conscious if desired, but not needed.

NPC.SetGhost 0
NPC.Kill

All easier to do than explain. It takes longer to explain than do if you know how. :smile: I would be more than welcome to do it if I had access to the file.

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Thanks so much for answering, vfordic! :smile:

 

I managed to do the whole thing but with a note, not a message. I think the idea of a message makes more sense because the player reads it while being inside a sim but from a gameplay point of view, I think it's nice to give the note to the player so he / she can go back to it and read the whole thing. Also, it's nice that the note makes a sound when you get it, that way the player can notice something happened, since this note is an altered vanilla note and probably most players won't bother reading it ( they probably know what it says, or so they think) unless something unfamiliar happens, like the "player gets note sound".

 

I'll try to dig deeper and use your script. Just to compare the feelings I get as a player vs having the note in your inventory. Again, thanks A LOT for helping me. My level of expertise is limited so your help is really appreciated. Kudos :smile:

Edited by vegaswanderer
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I have used both methods. 90% of the time I use the Note method like you did. I have used the popup Message when it is a situation where reading the Note or Message is an absolute that needs to occur. I will make the Popup say something like "You notice a small bag with a Note attached behind a rock." Then in the body of the Message I will say what needs to be said information wise and usually give the Player some type of item that is needed for the Quest. Good luck with your mod.

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