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DikaRiddle

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About DikaRiddle

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    Germany
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    Fallout 4

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  1. Finally, I did it :D Still, not sure why the Quest won't start, if the "Run on Start" on the very first Tap is unchecked, but I will figure that out too. But for now it works. Thanks alot, SKK50. And I will definitely look at your link, hopefully I will learn something from that.
  2. Yes, I know and I'm really, really sorry about that, but english isn't my native language, Google translater is not perfect and my brain always froce the german gramma into it. Sorry. And you said something about register, should I add that kind of Script to the Quest? I guess so, but since I thought it would be enough to point my quest to the other Quest and just check the stages, so I better ask
  3. I know, how it would worked like a charm, but I don't want to touch any vanilla Quest at all. And if I understand right, there isn't a event that triggers my Quest. My Quest should simple check if the vanilla Quest reached the Stages, then do its Stuff and then shut down. And with the QuestAlias and MyContainer.GetReference the compiler complain, that there isn't such a function like "GetReference" oO (Yeah, I made the Quest alias and it's in the properties)
  4. ... that should enable a Container, when another (vanilla) Quest reached a certain Stage and disable said Container, when same Quest goes on to the next Stage. I created a new Quest, unchecked the "Run on Start" Box and set 4 Stages: 0 - Start 10 - Check for QuestStages and enable 20 - Check for QuestStages and disable 30 - Stop I used "TheQuestYouBetterNotTouch.GetStageDone(10)" and then "MyContainer.enable/disable()" and pointed the priority to the right Quest and my Container. CK was fine with it, but in Game nothing happend. I've testet around and reused the same Save (It's the frist save after you picked up the PipBoy) and haven't run in any problems there, since I never saved my testing and that save had never seen the Mod. I can't see what's wrong here. Thanks
  5. Well, no. I tried it and same result. Danse still wander around without even looking at that House. I'm guessing SKK50 is right (and that's bad, because I still don't know how to work with his solution.)
  6. Uhm, call me an idiot (if you want) but I got somehow lost. I understand what you pointing out (and it makes sense), but what should I do now? I don't know anything about scripting and well ... feel lost now ö.ö
  7. Hello :smile: Sorry for another Thread, but I've reached a Point where I need Help with. Well, I want (an example) Paladin Danse to stay in a certain Area in a Settlement and only sandboxing there. The Problem: He won't do that :huh: I created a new Packages, pointed the Location to a XMarker in on of the Houses in Sanctuary and put that Packages in his AI Packages List. After that failed I'd done the same, but instead of a XMarker I'd used a Triggerbox (PackagesSandboxPrimitiv). I looked for Help in the Forum and found an older Post with similar Problems, so I tried the solution and put Danse in the "WorkshopNoPackages" Faction. Still, he wander around the Settlement and don't even go near the House. I'm missing something here :ermm: Any ideas what it is? Thanks
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