Aluminia Posted July 5, 2013 Share Posted July 5, 2013 Alright, what I need is a script that will set the next quest stage once the player has read a note, and not just pick it up. Does that make sense? Hopefully this will make more sense; > *player walks through a doorway* = this sets the next stage which points at the note and the following happens.. >> As soon as player walks through doorway a message box pops up, saying, "As you walk through the sliding door, you noticed the destroyed cabinet to your left and a note sitting on a shelf." (This is done) >>> *player walks over to cabinet and picks up note* = player must read the note in order to set the next stage in the quest, player cannot just pick it up, player has to read the note in order for a new objective to appear. I know this is possible because in Fallout 3, you were forced to listen to your dad's journal entry 10 to get the clue to go to Vault 112. I searched through the various Fallout 3 scripts to do with the quest and note and still could not find the script. Like I said, I went searching through the Fallout 3 files for the quest that sends you to Vault 112, via your dad's note. This is big script for the WHOLE quest; "ScriptName MQ03Script ;Script for quest MQ03 ;Note that MQ03 is running from the beginning of the game, as the player can immediately travel to Rivet City or to Project Purity to pick up the thread short Shutdown ;flag set if MQ01 needs to be shut down short SuitOn ;flag set when player is wearing Vault 112 suit Short PlayerPodTrigger ;flag set if player is standing in pod, prevents activation Short HarknessInfo ;flag set if player talks to Harkness about dad Short LiHelp ;flag set if player passes speech challenge asking for help from Doctor Li. short PurityVisit ;flag set if player sets foot in Project Purity; used for dialogue w/Doctor Li. Short HoloRead ;flag set when key holotape in PPurity is read; used for updating quest stages short bodyCount ; incremented in MQ03purityMutantsSCRIPT - used to see how many are killed by PC pre-MQ05 Begin GameMode ;If MQ01 is still running when any objective in this quest is completed, shut down MQ01 and turn off any displayed objectives if ( ShutDown == 0 ) if ( GetStage MQ03 >= 10 ) if ( GetQuestRunning MQ01 == 1 ) if ( GetStage MQ01 < 200 ) SetStage MQ01 210 SetObjectiveDisplayed MQ01 10 0 SetObjectiveDisplayed MQ01 20 0 SetObjectiveDisplayed MQ01 25 0 SetObjectiveDisplayed MQ01 30 0 SetObjectiveDisplayed MQ01 40 0 SetObjectiveDisplayed MQ01 60 0 SetObjectiveDisplayed MQ01 70 0 set Shutdown to 1 endif endif endif endif ;If player has somehow missed objective update for stage 10, run it when he's in a Rivet City interior cell if ( GetStage MQ03 == 10 ) if ( Player.GetInCell RC == 1 ) SetStage MQ03 20 endif endif ;If player has talked to Doctor Li first, update quest stage when he arrives at Project Purity Control Room if ( GetStage MQ03 == 30 ) If Player.GetDistance MQ05ControlRoomMarker < 3000 SetStage MQ03 40 endif endif ;Update quest stage when player picks up the right holotape ;ONLY do this if player has been playing through the rest of the quest so far ;otherwise he gets no update until listening to the tape and then speaking to Doctor Li ;NOTE: This block moved to MQAPanelScript so it runs locally instead of in quest script ;TEMP ;Since dialogue results don't run on notes right now, we'll fudge the concept of the player actually listening to the note if ( GetStage MQ03 == 50 ) if ( HoloRead == 1) SetStage MQ03 60 endif endif ;Update var PurityVisit if player goes inside Project Purity if ( PurityVisit == 0 ) if ( Player.GetInCell PPurity02 == 1 ) Set PurityVisit to 1 endif endif End" Can anyone help me, and get me on the right direction? Link to comment Share on other sites More sharing options...
bugsthatbite Posted July 5, 2013 Share Posted July 5, 2013 I was curious if its possible and searched for a bit. I found the same question here http://forums.nexusmods.com/index.php?/topic/147954-geck-setting-conditions-for-reading-a-note/ but unfortunately no one had the answer out of five replies. Looked around on beths geck site but found nothing there. I personally hate the standard notes and don't use them. What I do is make a message instead and type my note there. Then attach onactivate script to a paper note object, book, or holodisk object and have showmessage idnameofmessage in the script. In the same script I set the stage for the next stage. When the object is activated the message with the ok button pops up right away, and after ok is clicked you see your stage update. If the note's content is needed for further reference the script can also include adding the actual physical note. I realize this doesn't answer your question. If you find the answer on your own please add it to your post, I wondered the same thing myself at one point. Link to comment Share on other sites More sharing options...
Belthan Posted July 5, 2013 Share Posted July 5, 2013 Dad's project purity journal works because it's an audio log, which plays a dialog topic (MQ03DadHoloEntry21 in AudioHolotapes quest) when you activate it. The quest stage is set in the result script for that topic. For text notes, the technique busthatbite described is the only way I know to do it. Link to comment Share on other sites More sharing options...
Carnatics Posted August 27, 2013 Share Posted August 27, 2013 here is the idea "workarround" make a trigger near to the note...when the player enters the trigger the note is automaticly shown as a message box and the note is placed in the players inventory to simulate or suggest the player he just picket up the note and readed it... Link to comment Share on other sites More sharing options...
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