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saxon7610

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  1. Yeah I figured that out after reading your first response, but again I must say Thank you so much for your help.
  2. Thank you very much If I hadn't forgotten set Day30 to 1 would the timer stay at the same value, or would it still count up?
  3. I am working on a mod that will build a new casino in searchlight over a number of days after the player has completed a quest to close the radiation canisters in the firehouse. I was hoping to get a pro tip on this script, i.e. "will it work", the examples I have seen with staged timers have all use GetSecondsPassed instead of GameDaysPassed. scn zzSearchlightTimer Float timer Short Day3 Short Day15 Short Day30 short Casino Begin Gamemode If getstage Quest >= 100 && (Day30 == 0) Set timer to GameDaysPassed + 30 Endif ;enables foundation and guards if (timer == GameDaysPassed - 27) && (Day3 == 0) xxxxxx.enable set Day3 to 1 endif ;enables casino exterior if (timer == GameDaysPassed - 15) && (Day15 == 0) xxxxx.enable Set Day15 to 1 endif ;opens casino for business If (timer == GameDaysPassed - 30) && (Casino == 0) xxxxx.enable Set Casino to 1 Endif End
  4. I created a fairly big quest mod and when I began play testing it probably 3/4 of the NPC do not respond when I activate them. I have never run into this problem before, and can't seem to find a solution. I've looked in Factions and been up and down my dialogs and am so freaking lost I want to shitcan it and start over, but... you know months... of effort. If anyone has run in to this problem before and could point me in the right direction I'd really appreciate it. This is more complicated than anything I have tried before so a few questions: 1. Does every npc I create need a unique VoiceType? 2. Can two npc be assigned to the same piece of dialog if they have the same VoiceType? --------- Nevermind I am an idiot
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