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Posts posted by Deleted2948850User
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Yesh! That all seems to have done it =] Thanks for the help Ladez ^^
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Oh wow, I must've missed that bEventFound line =/ Thanks! ^^
I have tried duplicating the If player.GetItemCount 00StarkWeapTheFirelance >=1 both using the || seperators and using new lines, but the script wouldn't save (and the GECK doesn't show script errors =/).
Else
If Player.GetItemCount WeapAlienBlaster >= 1
Elseif
If Player.GetItemCount 00StarkWeapTheFirelance >= 1
Elseif
If Player.GetItemCount 00StarkArmor >= 1
Elseif
If Player.GetItemCount 00StarkGlasses >= 1
Elseif
If Player.GetItemCount 00StarkHeadWrap >= 1
Set bEventFinished to 1Else
If Player.GetItemCount WeapAlienBlaster >= 1 || If Player.GetItemCount 00StarkWeapTheFirelance >= 1 || If Player.GetItemCount 00StarkArmor >= 1 || If Player.GetItemCount 00StarkGlasses >= 1 || If Player.GetItemCount 00StarkHeadWrap >= 1
Set bEventFinished to 1And sorry for al the questions, I'm kinda noobish when it comes to scripting =P
Edit: (Second spoiler) Deleted the If's of the seperated lines following the first line, that seems to have done it.
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Heya folks,
I've been trying to spawn a container along with the aliens (Wild Wasteland encounter) north of the Horowitz Farmstead.
I've added a custom container, placed it next to the aliens, renamed the referance and added it to the event script
(VERT5AlienWWScript) but still it seems stubborn and simply won't spawn.
I was hoping one of you guys happen to know why (or possibly see a flaw in the script).
Any help would be very much apreciated ^^
Scn VERT5AlienWWScript
; - Jorge
Short bPlayerEnters
Short bEventFound
Short bEventFinished
Short iCount
Float fTimer
Begin OnLoad
If bEventFinished != 1
Set bPlayerEnters to 1
Else
Disable
MarkForDelete
Endif
End
Begin GameMode
If bEventFinished != 1
If bPlayerEnters == 1
If Player.HasPerk WildWasteland == 1
If bEventFound != 1
If GetDistance Player >= 6000 || VERT5AlienShipREF.GetDisabled != 1
Set fTimer to ( fTimer + GetSecondsPassed )
If iCount < 1
VERT5AlienShipREF.Enable
Set iCount to 1
Elseif iCount == 1 && fTimer >= 0.5
VERT5AlienCaptainREF.Enable
Set iCount to 2
Return
Elseif iCount == 2 && fTimer >= 1
VERT5Alien01REF.Enable
Set iCount to 3
Return
Elseif iCount == 3 && fTimer >= 1.5
VERT5Alien02REF.Enable
Set bEventFound to 1
Set iCount to 4
Return
Elseif iCount == 4 && fTimer >= 2
VERT5StarkCrateREF.Enable
Set bEventFound to 1
Set iCount to 0
Return
Endif
Endif
Else
If Player.GetItemCount 00StarkWeapTheFirelance >= 1
Set bEventFinished to 1
Endif
Endif
Elseif Player.HasPerk WildWasteland != 1
If bEventFound != 1
If GetDistance Player >= 6000 || VERT5MercBossREF.GetDisabled != 1
Set fTimer to ( fTimer + GetSecondsPassed )
If iCount < 1
VERT5MercBossREF.Enable
Set iCount to 1
Elseif iCount == 1 && fTimer >= 0.5
VERT5Merc01REF.Enable
Set iCount to 2
Return
Elseif iCount == 2 && fTimer >= 1
VERT5Merc02REF.Enable
Set iCount to 3
Return
Elseif iCount == 3 && fTimer >= 1.5
VERT5Merc03REF.Enable
Set iCount to 4
Return
Elseif iCount == 4 && fTimer >= 2
VERT5Merc04REF.Enable
Set bEventFound to 1
Set iCount to 0
Return
Endif
Endif
Else
If Player.GetItemCount WeapNVGaussRifleUnique >= 1
Set bEventFinished to 1
Endif
Endif
Endif
Endif
Endif
EndPs: Also, does anyone know how to end the event after picking up multiple items instead of just the one?
Getting rid of combined objects (modding help)
in Discussion
Posted
I might've found a workaround for combined objects (still more testing needed), but you might find it useful.
I've found that if you add an override for a single placed object from within a combined object to a seperate esp
it forces the game to detach all the placed objects from the combined object. You don't even have to change
anything in the override and it still keeps all the objects where they should be in-game, but now all the objects
from that combined object are clickable and editable through console commands.
NOTE: I've also found that any in-game editing you might've done to the seperated objects is undone once
you disable the esp you've made for it.
Hope this helps ^^