Jump to content

Initial Diabled but Quest reactivating NPC's and Items?


Crowbennett08

Recommended Posts

My Quests are on the NEXUS. Do a search for Crowbennett08, and it's the file that says 3 new quests.

 

Just when i thought i was getting somewhere with modding.... I realized after i made 3 working quests that everything IN the quests exists from the moment you walk out of vault 101.

 

This creates problems i'm sure as most of you already know. Since the Quests are linked sequentially, i went ahead an unchecked the start game enabled for the 2nd and 3rd quests.

 

but these problems can still exist.

 

1. Someone can kill a boss before the quest even starts, screwing the quest all up.

2. someone could find a weapon that's part of the middle of the third quest, activate the quest right then and there, and skip all the previous objectives to that quest.

 

Those are the main ones. I want to HIDE the BOSSES (2nd quest), and the weapons (3rd quest) until the quest is activated. Preferably until the actually objective.

 

The way i set up the quests was totally jacked up i'll admit it. But i don't know the console commands well enough, and i couldn't find the ones i needed to do the quest i think it should have been. Let me explain.

 

The first quest is called Weapon Shipment, you find a note at Tenpenny Tower or Megaton that informs you of a weapon shipment, player activates trigger, activates quest. Then you go look for a shipment log at lock and load, another note trigger setup.... then you find the SALES log, yet ANOTHER note trigger.

 

That's when the 2nd Quest comes into play. Originally i wanted to show ALL the objectives (bosses) on the map at once, and let the player decide which order to fight them. But i didn't know how to do that. I was looking for some kind of getNPCisdead <actorID> kind of command.... couuldn't find one. So i left it at that.

 

Then when i went to bed i started thinking about it, was driving me nuts, i HAD to figure out a way to do it. SO, since i KNOW how to use notes as stage triggers, i decided to give the bosses reciepts that would push them into the next stage. But that meant taking away the players choice to decide who to kill first. But i did it because that's the only way i knew how to finish the quest. So literally , i threw triggers all around the bosses with the same simple script of <if player.gethasnote etc> move on to next objective.

 

This all worked, but it's very messy when you look at it. i got a phone call in the middle of doing the whole thing and got sidetracked, screwed up somewhere, so there's some hard to understand ID's in there, (meaning it might be hard for other modders to know wtf is what). So i finished the second quest, at the expense of player's choice.

 

Then at the end of quest 2, you find a note that tells you of all the other locations of the remaining weapons... the last note trigger i swear!!!!

 

The last quest is just finding weapons in the wasteland in various places. Again i searched for a command that would be something like <if player.picksupitem ID> couldn't find that. I found <ongrab> and <onequip>, i would like to make so that as soon as you pick the item up, equipped or not, the objective moves forward. So now, the way the quest is now, you have to equip the weapon to get the next objective. I thought this would be ok at first.... but what if the player finds the weapon BEFORE the quest. The quest might start halfway though!!!!!!

 

I want to hide the weapons until the quest starts, or preferably objective by objective, and also the same thing with the bosses in the 2nd quest. CAN ANYONE HELP ME!?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...