Jump to content

Alternate Start Script: How to enable running?


Recommended Posts

At the start of Fallout 4, the ability to run, sneak, attack, etc - is disabled, up until waking up in the pod in Vault 111. How does the game re-enable it?

I'm asking because I am making a mod that is independent of the base-game's story and worldspace, and I have a script that moves the player immediately after character-creation, which unfortunately bypasses the point when the game re-enables certain gameplay features. I'm hoping to re-enable them myself via my own script. So how do I do it? Any help is appreciated, thanks!

Link to comment
Share on other sites


Warning: complexity ahead.



MQ101 creates a bunch of InputEnableLayers in the quest stages and associated scripts.


To find which one you need to clear, console [ DumpInputEnableLayers] at your intercept point.


If it is declared as a script property you can clear it remotely from your intercept script. If it declared as an internal variable you will either need to hack the base game scripts (ouch !) or intercept MQ101 at a later point.
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...