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BitsOBacon

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  1. This is probably the most fantastic idea i've ever heard. I'll be gone for a few days, but when I get back, I'll make this.
  2. All it will do is write over the files. You'll lose any data stored in them, but no, no problems will occur.
  3. I'm not here to get in an argument; It causes an error. Even if it somehow still works, proper form is a good habit to have.
  4. The "Variable declaration illegal within Begin/End block" error comes from defining an int inside a Begin block, so you MUST declare it at the beginning. I didn't see the other day to reset the DoOnce, but the concept still remains.
  5. The script above is flawed in a few ways and it seems that much of it is unnecessary. A much more concise code block that does that has the same function with some fixes would be as follows; scn ScriptName int DoOnce Begin GameMode If GetDayOfWeek == 2 set DoOnce to 0 endif If GameHour >= 12 && GameHour <= 13 && GetDayOfWeek == 0 || GetDayOfWeek == 3 && DoOnce == 0 ShowMessage TestMSG1 If ActorRef1.GetDead == 1 ActorRef1.Resurrect endif If ActorRef2.GetDead == 1 ActorRef2.Resurrect endif If ActorRef3.GetDead == 1 ActorRef3.Resurrect endif set DoOnce to 1 endif end First off, integers must be defined outside of the "Begin" function, or an error will follow. Second, the "respawn" integers you currently have serve no real purpose, as they are immediately redefined to fit all perimeters. Lastly, say the player were to kill the NPCs during that hour of gametime; the NPCs would immediately respawn. I simple fix is running this code once, and setting it up to run again on the day before the scheduled respawn cycle.
  6. The easiest way to solve any problem is to find it in game and see what they did. Go to the Lucky 38, find the display, and copy what they did into your new cell.
  7. You can't exactly do that, but you could easily advance the quest after the note is given to the player. (There is no way to check if it has been read.) First create a note, and fill it in the the text you want. Then, make a quest script and attach it to your quest. The script should be similar to this. ---------------------scn QuestScript int NoteAdvanceint DoOnce Begin Gamemode if NoteAdvance == 1 && DoOnce != 1 SetStage QuestID 10 set DoOnce to 1 endifend---------------------------- After that, in the result script of the quest, simply add the note to the player's inventory and set the NoteAdvance variable to one.
  8. If anyone wants to take a look, the dialogue is located in the quest vFreeformGoodsprings
  9. Hi, I'm not new to the geck or dialogue, so I don't need a lengthy explanation of basic things. What I'm trying to do is have multiple topics lead to a single response. And example of this in-game is when you first meet Ringo and he says "That's close enough...", and you can say - "I'm just having a look around" or - "I'm not an enemy..." or - "You better not miss..." but no matter what you choose, you're given the line "We got off to a bad start, how about a game of caravan?" I've looked through his dialogue a few times, and can't see how this is done. And help would be greatly appreciated.
  10. I'm just fixing something up and need someone who can sound like this. http://fallout.wikia.com/wiki/File:NVBartonThornSorryITrickedYou.ogg It's a very small part (only a few lines) but I can give you a trophy I drew in MS paint. The stakes are high...
  11. I appreciate your reply, but this isn't what I want. I want an NPC to switch to the intercom after a line of dialogue, not at the first interaction.
  12. I want to have the player be talking with an NPC, and when the NPC says a certain line, the camera moves over and the dialogue comes out of an intercom. Does anyone know how to make this happen? The talking activator tutorials are not very good. Thanks.
  13. I'm trying to have a persistant referance (that is initially disabled) enable after a dialouge, so I set the end result script to itemref.enable, but it gives me a compiling error and doesn't work. I've search far and wide, but have yet to find a solution. Please, there has to be a Think Tank tier G.E.C.K. genius out there who can help me.
  14. There is a semi-common glitch where Mick and Ralph (Freeside) will not sell to you. After you ask to see what they have, it does not show their inventory and you are unable to buy/sell. If one of you lovely modders could fix this, I am sure all of us courriers would be very happy.
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