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Bonnie Springs Triggers?


DaemonGrin

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Actually had a brainfart haven't used GECK in awhile not that I was all that proficient and remembered to filter. Got rid of the cazador bits and pieces. What I want to know now is I was thinking about trying to name the Viper Leader's there to incorporate into a quest but it seems I cannot with my current knowledge, what am I missing?

 

Thanks,

Geoff

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Anyone know the spawn trigger(s) I need to remove to keep the cazadors and blind deathclaw from spawning after the vipers are killed?

 

Thanks,

Geoff

 

Looks like it's VERT4BonnieShowTrigger. It's just flips the bit for var bStartShow, in the VERShadows01QuestScript. It has vipers & cazadores, but at a glance I don't see the blind deathclaw.......but use info should let you know what he's tied to

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Actually had a brainfart haven't used GECK in awhile not that I was all that proficient and remembered to filter. Got rid of the cazador bits and pieces. What I want to know now is I was thinking about trying to name the Viper Leader's there to incorporate into a quest but it seems I cannot with my current knowledge, what am I missing?

 

Thanks,

Geoff

 

You'll have to rename the actor base, you'll see it under template data, or uncheck use base data so you can edit the form directly

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Anyone know the spawn trigger(s) I need to remove to keep the cazadors and blind deathclaw from spawning after the vipers are killed?

 

Thanks,

Geoff

 

Looks like it's VERT4BonnieShowTrigger. It's just flips the bit for var bStartShow, in the VERShadows01QuestScript. It has vipers & cazadores, but at a glance I don't see the blind deathclaw.......but use info should let you know what he's tied to

 

 

Yeah I saw that deleted all the spawn points for the cazadors didn't see the part for the blind deathclaw which shows up after the cazadors are killed according to fallout wikia but I myself never encountered it. I didn't delete the Start the Show trigger I shouldn't effect the vipers if I do right? Well now that I think about it, it might since the 2 unique viper leaders are connected to the trigger or are they just uniquely labeled with NRPERS for the trigger to recognize?

 

 

Actually had a brainfart haven't used GECK in awhile not that I was all that proficient and remembered to filter. Got rid of the cazador bits and pieces. What I want to know now is I was thinking about trying to name the Viper Leader's there to incorporate into a quest but it seems I cannot with my current knowledge, what am I missing?

 

Thanks,

Geoff

 

You'll have to rename the actor base, you'll see it under template data, or uncheck use base data so you can edit the form directly

 

 

Done, I should have checked a bit further seems they are unique and renaming them won't change all other viper leaders lol.

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Yeah I saw that deleted all the spawn points for the cazadors didn't see the part for the blind deathclaw which shows up after the cazadors are killed according to fallout wikia but I myself never encountered it. I didn't delete the Start the Show trigger I shouldn't effect the vipers if I do right? Well now that I think about it, it might since the 2 unique viper leaders are connected to the trigger or are they just uniquely labeled with NRPERS for the trigger to recognize?

 

If used in a script they have to be explicit reference syntax. So you can't use a base form, it has to be *those* specific viper leaders (specific references), ie not all viper leaders. It's why they are uniquely labeled.

 

All VERT4BonnieShowTrigger does is flip bStartShow in the VERShadows01QuestScript, then it deletes itself (VERT4BonnieShowTrigger) anyway as part of it's attached script. So no worries about deleting it.

 

 

 

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Yeah I saw that deleted all the spawn points for the cazadors didn't see the part for the blind deathclaw which shows up after the cazadors are killed according to fallout wikia but I myself never encountered it. I didn't delete the Start the Show trigger I shouldn't effect the vipers if I do right? Well now that I think about it, it might since the 2 unique viper leaders are connected to the trigger or are they just uniquely labeled with NRPERS for the trigger to recognize?

 

If used in a script they have to be explicit reference syntax. So you can't use a base form, it has to be *those* specific viper leaders (specific references), ie not all viper leaders. It's why they are uniquely labeled.

 

All VERT4BonnieShowTrigger does is flip bStartShow in the VERShadows01QuestScript, then it deletes itself (VERT4BonnieShowTrigger) anyway as part of it's attached script. So no worries about deleting it.

 

 

 

 

 

Sweet deal I was tired of looking at the red box floating above the town lol.

 

Thanks,

Geoff

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