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bananakillerBRO

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Everything posted by bananakillerBRO

  1. I'm still new to scripting, so I don't really know what most of that means. To be honest I just C+P'ed the script from my last mod.
  2. I took a few screenshots, they look fine to me. They just won't trigger. Everything look okay from your end? https://imgur.com/yAKRbu5 https://imgur.com/yMA2Khz https://imgur.com/K81vXcx
  3. So, this is my second time making a companion mod. For some reason my new companion's firing script just won't work, despite everything seeming to be where it needs to be. The package conditions are in the right place, with the right variables, and the scripts match the previous companion's. I can't really pinpoint what's going wrong, can someone help? I'll post his scripts to be safe. Set Companion1REF.Waiting to 0Set Companion1REF.HasBeenHired to 0Set Companion1REF.L38 to 0Set Companion1REF.IsFollowingDefault to 0Set Companion1REF.IsFollowingLong to 0Companion1REF.SetPlayerTeammate 0Companion1REF.evp scn Companion1Script short HasBeenHiredshort L38short DoOnce int CombatStyleRangedint CombatStyleMeleeint IsFollowingDefaultint IsFollowingLongint FollowerSwitchAggressiveint Waiting Begin GameModeIf (DoOnce != 1)Set HasBeenHired to 0Set L38 to 0Set CombatStyleRanged to 1Set CombatStyleMelee to 0Set IsFollowingDefault to 0Set IsFollowingLong to 0Set FollowerSwitchAggressive to 0Set Waiting to 0Set DoOnce to 1EndIfEnd scn Companion1QuestScript short bCompanion1Hireableshort bCompanion1DoOnce Begin GameModeif (bCompanion1DoOnce != 1)Set bCompanion1Hireable to 1Set bCompanion1DoOnce to 1EndIfEnd
  4. I got it working, I just had the topic added into the Greeting topic, now it appears when it should. Thanks for the advice about the 0's though!
  5. Good advice, but how do I fix the dialog not working. I still can't figure it out.
  6. I used SQV on stage 20, everything is working, the quest giver's dialog just won't pop up. My theory is he has become sentient, and this is his way of getting back at me. I've taken a screenshot, everything seems alright to me.
  7. I am having an issue with quest dialog. The current stage of the quest is 20, you must return to an NPC and tell him job is done. He has the dialog, it has conditions that tell him to use it at stage 20, and he has the script that pushes the quest to stage 30. Everything seems to be in the right place, what's not working?
  8. So, I want a quest section to be completed when a player enters a specific area. For example, I want to the quest to progress when the player enters Red Rock Canyon. I know the best thing to do is make a cubic activator and stretch it across the area, but I don't know how to make one.
  9. Turns out his gun had 0 health...so yeah, that's on me. Thanks anyway though.
  10. So I'm working on a new companion mod, and the companion follows me around alright, all the scripts work. But something is still broken with him. He refuses to use guns, like at all. He'll only use his melee weapon, even if I explicitly tell him to use his gun, he doesn't even equip it. If he gets into a fight after I tell him to use a gun he just kind of crouches around and yells. What is causing him to forgo any gun I give him?
  11. So, I'm making a mod that involves the quest giver talks to you via a two way radio, is there any way I can have dialog open without a viable talking activator? For example, you're walking down a hall and the dialog window opens, how would I do this?
  12. So, I'm making this companion and I want her to have dialog for complementing certain quests, I got it working, to some degree. She says it once the quest in completed, but she'll do this at any given point, for example if I do the quest with her in my party it works fine, but if I load a save where I did it a long time ago she still says it. How do I get her to trigger that dialog once the quest has been completed, and only at that point?
  13. I was just wondering how to have the player be healed via dialog.
  14. Finally got that working, for some reason it was just the guards that were acting all jumpy, the main bad guy was fine. I just copied him and gave him some armor and changed the face to match the guard's. Works like a charm. Now all that's left to do is the X-markers, I think they're working, the lines are blue but green at the end...I think that's right, I'm not actually sure.
  15. Your dialogue is resulting in faction change ... unless some round abouts are getting there? You need more control over things ... hard to say when you weave in vanilla ... guessing thats what youre doing? Nah, it's a custom faction.
  16. I created a new faction for this raider group, that is initially not hostile. It worked good at first, they were neutral but if you attacked they would all starting shooting at the player, but I added dialog to a NPC in that faction and now for some reason they all attack me on sight. I've tried adding a new faction to the NPCS but that doesn't work, what is it I did wrong?
  17. I got it working, turns out I forgot to enable Fallout behavior. I'm the equivalent of someone who calls tech support because he forgot to plug in his PC. Thanks for the help you two, and since I have you I was wondering if either of you knew anything about factions? I'm having a problem with one.
  18. Where would I want to put the "Int Status" in the script? Just place it anywhere or is there someplace specific?
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