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Everything posted by SilverShadow6487
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Help - possibly with scripting...
SilverShadow6487 replied to SilverShadow6487's topic in Fallout New Vegas's Discussion
Thanks, GAWDLeader! The solution for the timed doors sounds about right - I'll try it tomorrow and see if that does what I need it to do. It sounds like it would, so fingers crossed. For the first one, I already tried doing that, to no avail. I've even tried SetGhost on them, along with no packages or patrols, etc., but that still didn't hold them. I'll keep fiddling with them and get it to work. I'm determined there must be a way, haha. Thanks for the suggestion, though. -
Okay, so here's what I'm trying to do. I'm making an arena-style mod to go with some others I'm doing for 'Eastside', and I've got stuck on a few things. I'm happy to look at tutorials and learn from them, but I can't find any that match what I'm trying to do this time around, so I'd appreciate any help. 1) After the player enters the arena through the main doors, there's another door between them and the arena floor (same for the enemy NPC the other end) that I want to stay locked while an announcer says something over speakers. Then the door can be released so they can go in. I know it has to be on a timer of some sort, but I need it to be locked only for a few seconds. I'm certain there's a tutorial out there for this, but I haven't found it yet. 2) I want a few NPCs scattered above the arena as spectators, but they freak out and run off once the fighting starts. I've set their confidence as high, they have 'ignore crime' flags, but obviously that's not enough. Is there a script to stop them doing anything except for their idle markers? (Cheering idle markers) I know I could just take them out of the arena, but I like to add a bit of realism if I can. Any help you guys could give would be hugely appreciated, and if I'm being an idiot and there's tutorials for these things, just point me towards them. :smile: Thank you!
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* Just looking for female voices now, so it's not just my voice for them all! * Hey everyone! I thought I'd post in here to look for some voices for my mod (who isn't in here? Haha). A few voices have already been taken, but I'm still looking for a few more (especially female voices. I'm doing a few minor female voices not listed here, but I'd like different voices for the others to add variety). I've got a few voices that I've asked others if they might be interested in, so I'll mark these ones as 'I've asked someone else'. It doesn't mean you can't ask to do that character, just that I'll have to wait to hear back from the person I've asked to say no before passing it on. Little bit about the mod and NPCs: The mod is based around a contract-for-hire service, known as the Eastside Alliance. It’s made up of NCR squatters who (as the NCR are spread too thin with other issues) have decided to take on the task of ridding the Mojave of Legion. It’s run by Carol Evans, a woman who lost her husband to Legion brutality, and decided no one else would ever feel the same pain if she could help it. The player comes across their HQ in Eastside, and can join up to assist them in their plan. Main NPCs: Carol Evans – Leader of the Eastside Alliance, embittered by the loss of her daughter and husband. Mid-forties, very gruff with people, but deep down cares about them. Holds her cards close to her chest. Rick Grainger – Second-in-command of the Eastside Alliance, deals directly with incoming contracts at the main desk. Early thirties, but he’s had a rough life. Very brisk with people, swears a lot, likes people to prove themselves before he counts them as a friend, or even an acquaintance. (Asked someone else about this voice) Lucy Wren – A woman who has asked for a contract to find her sister and daughter after they were allegedly captured by the Legion. Early forties, rather shallow. Minor NPCs: Felicity Denton – A woman with some information on the Legion. Sharp, young, and willing to risk her life to give someone the information she knows. Katie Wren – Teenage girl who has been captured by the Legion. Lucy’s daughter. Rebecca Wren – Katie’s aunt, and Lucy’s sister, captured by the Legion. Oldest sister, most worldly-wise, mid-forties. Kyle Henners – Member of the Eastside Alliance who often gets into trouble by not thinking before acting. Brave but foolhardy, early twenties. (Asked someone else about this voice) Wendy – Worker for the Crimson Caravan. Late fifties, very sharp manner with people. Has an ulterior motive for every favour. Tom – Wendy’s nephew, early thirties. Very nervous and jumpy around people, keeps to self. (Asked someone else about this voice) Bert – Member of the Gun Runners, late twenties. Gruff with people, but very what-you-see-is-what-you-get. (Asked someone else about this voice) Marnie Edmunds – Members of the Followers. Very softly-spoken, mid-twenties, very optimistic about people and the world around her. Doesn’t take fools gladly, though. Harold – Centurion in the Legion/spy for the Legion. Sly and manipulative. Very good at hiding his true nature, very well-spoken. (Asked someone else about this voice) Slave woman – a young woman trapped in Rufus Gattius’ HQ. She only has a few lines, basically thanking the player for freeing her. Thanks for looking, guys! Just PM me if you're interested, and I'll get back ASAP. I can provide screenshots of the mod if anyone wants to 'see' it to visualise characters or whatnot. It's basically finished except for the voices.
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Okay, so here's my issue. In the mod I'm working on, there's a part where the player essentially goes into someone's house and looks for clues. (They click on a piece of furniture, a message box comes up, etc). At the moment, when they enter the house, a trigger updates to the relevant quest stage, but when the player leaves the house, I want the quest to update again to basically something like 'You've checked the house, now....etc.' At the moment, I've got an OnActivate block on the two doors from the house. They do update the quest by triggering the quest stage, but unfortunately, I then can't use the door's normal activation to open and let the player leave. I've tried googling and searching on here for an answer, but I can't seem to find one. I had a look on the Geck website about OnActivate and such, but I think it's just not sinking in at the moment. (Or I've hit the point where I don't understand it, haha). I basically need this; when the player clicks on the door, it will update the quest stage, and it will allow the player to leave the house. This is the script I have so far, which basically triggers the quest stage, but then leaves the door locked: scn EastsideLucyHouseActivateQuestStage Begin onActivate player if getStage EastsideRecruitsContractFour == 25 setStage EastsideRecruitsContractFour 30 endif ENDI assume something else needs adding along the lines of 'once this activation is activated, remove it', but I can't figure out how it's done. If someone could point me in the direction of a tutorial or answer that I've missed, I'd really appreciate it. I normally manage to figure these things out by looking at the vanilla scripting, but I can't think of where something similar is this time. I'm still learning a lot of the scripting, so this is the most (I think) complicated one I've done so far. Thanks, guys! *And apologies if this is a seriously obvious issue. Like I said, I'm still learning. LOL
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Help with quest scripting...
SilverShadow6487 replied to SilverShadow6487's topic in Fallout New Vegas's Mod Troubleshooting
Nevermind, I figured it out after finding this tutorial on the Fallout website. I'll post it here in case anyone else gets a similar problem. http://geck.bethsoft.com/index.php?title=Quest_and_Dialogue_Tutorial -
Hey everyone! I'm brand new here, so I hope this is in the right place. I've just started on my first 'proper' mod after doing the tutorial mod over at the Fallout website, and I've managed to do a new shop/NPCs and vendor with no problem. But I want to put a simple quest in with the mod, and I'm having difficulty working out what to do for one particular stage. I've set up the first stage using a trigger, and scripting it worked okay, but I'm having difficulty with the next section. For the third section (and a few others in the same quest for different NPCs), I want part of the quest to be triggered after the player has spoken to an NPC inside the shop. I've got Quest Objectives and Stages set up, so I'm doing the scripting part now. But I can't work out what script is needed to actually trigger the next section of the quest after speaking to the NPC. (The objective is already linked to the NPC Reference.) Does anyone know where there might be a good scripting tutorial that would explain this? I've tried having a search, but I can't find anything that actually applies to what I'm looking for. Thank you for any help! I'm brand new to the GECK, but I'm coming along okay with it so far. It's just the scripting that's got me a bit stumped. :tongue: