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Posts posted by templeofninpo
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Looking forward to it.
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Alright.
I have a couple guys hanging up there properly, but when it comes to getting them down I'm at a loss.I've taken the script from the NPC 'hostages' in Nelson...
scn VNelsonHostageRestrain2
float timer
Short Freed
Short DoOnce
Short Button
Short iCount ; Counter to enable Legion enemies if hostages are rescued
Short bBooneReacted;
Short Home
BEGIN GameMode
;forces to check restrain
;getfurnituremarkerid == 26
if DoOnce == 0
if GetSitting == 3
IgnoreCrime 1
setRestrained 1
set DoOnce to 1
endif
endif
; Too many NPCs in the area
;If VNelson.bLegionSpawned != 1
; If Freed == 1
; If iCount < 1
; NelsonLegion01REF.Enable 1
; Set iCount to 1
; Return
; Elseif iCount == 1
; NelsonLegion02REF.Enable 1
; Set iCount to 2
; Return
; Elseif iCount == 2
; NelsonLegion03REF.Enable 1
; Set iCount to 3
; Set VNelson.bLegionSpawned to 1
; Endif
; Endif
;Endif
END
BEGIN OnLoad
IgnoreCrime 1
;Cripples both legs for all three
NelsonNCRHostage01REF.DamageActorValue LeftMobilityCondition 5
NelsonNCRHostage01REF.DamageActorValue RightMobilityCondition 5
NelsonNCRHostage02REF.DamageActorValue LeftMobilityCondition 5
NelsonNCRHostage02REF.DamageActorValue RightMobilityCondition 5
NelsonNCRHostage03REF.DamageActorValue LeftMobilityCondition 5
NelsonNCRHostage03REF.DamageActorValue RightMobilityCondition 5
END
Begin onhit player
setenemy caesarslegionnelsonfaction playerfaction
End
BEGIN OnActivate
If IsActionRef Player == 1
if ( GetDead == 0 )
if ( freed == 0 )
if ( IsActionRef player == 1 )
;if ( Player.IsInCombat == 0 ) **
ShowMessage TecMineHostageMSG
;endif
endif
endif
elseIf ( GetDead == 1 ) || ( Freed == 1 )
Activate
endif
Endif
END
BEGIN Menumode 1001
if ( freed == 0 )
set button to GetButtonPressed
if ( button == 1 )
SetRestrained 0
ignoreCrime 0
;Addtofaction NCRFactionNV 1
;setenemy caesarslegionnelsonfaction playerfaction
setpcenemyoffaction caesarslegionnelsonfaction 1
set VNelson.NumHostages to VNelson.NumHostages + 1
set VNelson.HostagesFreedTotal to VNelson.HostagesFreedTotal + 1;
if VNelson.NumHostages == 3
set VNelson.HostagesFreed to 1
if GetObjectiveDisplayed VNelson 10 == 1 && GetQuestCompleted VNelson == 0 ; <<< (Added 7_27_10) Added conditions to address issue where during VMS30: Restoring Hope...
SetObjectiveDisplayed VNelson 15 1 ; <<< ...this objective would be set even though the Player had not started VNelson quest yet.
endif ; <<< (7_29_10) Changed first condition from "GetQuestRunning" to "GetObjectiveDisplayed" -ETB
endif
if (VNPCFollowers.bBooneHired == 1 && bBooneReacted == 0 && VNelson.HostagesFreedTotal + VNelson.HostagesKilled >= 3)
set VDialogueCraigBoone.nOpenness to VDialogueCraigboone.nOpenness + 1;
if (VNelson.HostagesFreedTotal>= 3) ; bonus for saving all three
set VDialogueCraigBoone.nOpenness to VDialogueCraigboone.nOpenness + 1;
endif
set bBooneReacted to 1;
CraigBooneREF.SayTo player VDialogueCraigBooneNelsonReactSave
endif
set Freed to 1
evp
endif
endif
END
BEGIN OnDeath
set VNelson.NumHostages to VNelson.NumHostages - 1
set VNelson.HostagesKilled to VNelson.HostagesKilled + 1
; there was previously a check inserted here to see that the Nelson quest was running and incomplete. I don't think that's necessary for Boone to react to the mercy killings,
; and have removed it. -EPF 7/29/10
if (VNPCFollowers.bBooneHired == 1 && bBooneReacted == 0 && VNelson.HostagesKilled + VNelson.HostagesFreedTotal>= 3)
CraigBooneREF.SayTo player VDialogueCraigBooneNelsonReactMercyKill
set VDialogueCraigBoone.nOpenness to VDialogueCraigboone.nOpenness + 1;
set bBooneReacted to 1;
endif
if VNelson.HostagesKilled == 3 && NVNelsonRangerMiloREF.getdead == 0
if GetObjectiveDisplayed VNelson 10 == 1 && GetQuestCompleted VNelson == 0
setStage VNelson 15
endif
endif
END... and widdled (sp?) it down to this...
scn AAAGGShebibCrucifixScript
Short DoOnce
short freed
BEGIN GameMode
if (DoOnce == 0) && (freed == 0)
if (getstage AAAGGRescueQuest >= 10) && (getstage AAAGGRescueQuest <= 80)
setRestrained 1
set DoOnce to 1
endif
endif
END
BEGIN OnActivate
If (IsActionRef Player == 1) && (getstage AAAGGRescueQuest == 80)
ShowMessage AAAGGCrucifixReleaseMsg
Activate
SetRestrained 0
set freed to 1
evp
Endif
ENDI have them set (the npcs) with 'linked references' to the crucifix furniture.
I have a travel package set to 'near linked ref'. and conditioned with a script variable that will only run when they are freed != 1.
The message displays when the NPC is activated but nothing else happens.
Any ideas out there? this is the second last quest in my new 'quaint' multiquest mod and I would like my friends to be rescued.PS: is it a faction thing? ... I'll check.
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How hard would it be to implement a user friendly page designing interface akin to godaddy's (which could be compared to Indesign's but much more simple). Potentially would be the end of people just pasting in their ReadMes as their mod description.
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...
Stumped for the moment. Is it impossible?edit- I apologize. I should have found this link (
) before posting here. I'll be more mindful in the future. -
Cheers.
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Emotion is the enemy of reason.
They bring in the good lawyers when they're dealing with systems people.
Patience is the core of balance. Practice quick-drawing the word in your head.
You're a good one.
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markjohnwallman, cheers.
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Was hoping it would be as easy as adding a live grenade to their inventory, but no.
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Some people play guitar. I mod.
It is a discipline akin to kung fu in its education on systems. One thing leads to another. Deconstruct and go to the core.
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How do you combine multiple copies of the same .esp that get adjusted by the different team members?
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Make opposing factions then just give them to the npcs that are going to need them.
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Having some issue and would rather not abandon the idea. I have the NV Monster Costumes version of a Liberty Prime suit in a dream sequence where the player uses it. I made each of the gloves into their own armor object.
As I rotate around it being worn the lower torso flickers between different colors that are being reflected from the environment.
I've seen this phenomenon before on a hanging lamp in front of Prospector's Saloon and in other places I think as well.
anyhow, cheers. there will be a large dedicatedly quaint multi-quest mod coming out in within the next month (I have said that before...), Keep your eyes open for Garbage Guru Hauling & Free Store. Cheers.http://static-6.nexusmods.com/15/images/130/3680978-1429512642.jpg -
Closest I can get is by maxing out strength and agility... any other ideas out there?
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It was either, I thought it was navmeshed but wasn't or the activator motel exterior window I was using in an interior (which I just made into a static object). Its fixed now anyway.
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Check that.
Seems to be fixed inGECK but isn't ingame.
I'll investigate further.
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it seems there were two overlapping FXGlowSimpFillRndFltHalf pieces in the bathroom after duplicating the cell. I removed one- seems to be fixed.
cheers. appreciated. -
duplicated the piece and replaced it- didn't work
there is something going on we can't see... Is your stove a 'furniture' piece with an attached idle?
Are those rubber mats? I have those as well, though it doesn't show in my pic.
I will try pulling the object piece in without duplicating it. I'll remove the furniture stove and the mats, probably get back to you tomorrow. -
it flickers between looking as it should to this. The cell is a duplicate of an El Ray Motel room.
http://static-7.nexusmods.com/15/images/130/3680978-1428457942.jpg
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The groovatron mod.
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Its that the candles will not accept the texture change even in the GECK.
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yes. and it doesn't seem to be the issue.
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Extremely helpful.
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freeing npcs from crucifix
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