Wolfganger Posted July 19, 2013 Share Posted July 19, 2013 I'm currently trying to make a specific npc appear or disappear if a quest has been completed or not. I think i have the right idea for the code but it won't save and i don't think it is compiling correctly. scn NelsonCenturionSpawnBEGIN if GetQuestCompleted VMS30 == 0 NelsonCenturionRef.Enable endifEND A centurion at Nelson is initially disabled and needs to be enabled if Restoring Hope (VMS30) hasn't been completed and NelsonCenturionRef is its reference editor ID, also the centurion is unique to the mod (ex. GECK ID: 000Centurion). Should this script be placed with the base unit (000Centurion) or should it just be its own quest? On a side note, how would a script similar to this one look like if the condition was based on the player's level? if GetLevel >= 30? Link to comment Share on other sites More sharing options...
luthienanarion Posted July 19, 2013 Share Posted July 19, 2013 Make sure that the Persistent Reference box is checked for your centurion reference. Link to comment Share on other sites More sharing options...
Wolfganger Posted July 20, 2013 Author Share Posted July 20, 2013 The Persistent Refence Box on the Centurion in Nelson is checked, however the option is grayed-out so I don't know if it is applied or not. Also, I was able to finally get the script to save once I added Gamemode to the Begin line,so (Begin Gamemode). But I'm not sure exactly what is meant by Gamemode? Lastly, since my courier has completed Restoring Hope I've temporarily changed condition to be == 1 so he should when I travel there, but hasn't. Link to comment Share on other sites More sharing options...
luthienanarion Posted July 20, 2013 Share Posted July 20, 2013 Oh, duh. I should have spotted that. Begin and End encapsulate blocks of code to determine when they are run. GameMode blocks run when there are no menus open--when you're actually running around interacting with stuff. Various MenuMode blocks run when the game is currently in a menu such as the Pip-Boy, barter menus, the pause menu, etc. More on blocktypes can be found here. All code other than variable declarations must be inside a valid Begin-End block. I'm assuming that your script is a quest script. Have you attached it to a quest, and is that quest running? Link to comment Share on other sites More sharing options...
Wolfganger Posted July 21, 2013 Author Share Posted July 21, 2013 So Gamemode would be appropriate for what I'm trying to do then. However, the script is an object script and it is currently placed within the centurion's object data. So, in theory, if I were to place more of that type of centurion elsewere they all would be dependent on whether or not Restoring Hope was completed. ...I think I see where this is going... I assume you're going to tell me that the script needs to be a quest script and that there needs to be a quest that controls that specific centurion. Link to comment Share on other sites More sharing options...
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