AWMPerry Posted July 24, 2013 Share Posted July 24, 2013 I'm planning to have a go at modding - it's been a while - and as part of the mod I had an idea for a mildly amusing little trick associated with it. What I'm planning is a Vault, with five or six possible locations given as part of the finding quest. The real location won't be randomised or anything, it just won't be given automatically. For reasons I probably oughtn't go into (it basically boils down to a terrible pun), I'd like to make it so that people who don't have Wild Wasteland get directed straight to the Vault, while those with get the quest with the Vault and decoys. Is there any way of connecting it to WW? Link to comment Share on other sites More sharing options...
stock3rz Posted July 26, 2013 Share Posted July 26, 2013 (edited) It would require some sort of coding on your behalf. I don't make mods very often in New Vegas and I'm not experienced with the way scripts work in that game but the script it uses is this: scn GenericWildWastelandTriggerSCRIPT begin OnTriggerEnter Player if Player.HasPerk WildWasteland PlaySound UIWildWasteland showmessage WildWastelandMessage endif disable end How to use that in what you're doing I don't know but maybe someone else does. Sorry for being totally useless but you obviously have more experience with modding than me. Edited July 26, 2013 by stock3rz Link to comment Share on other sites More sharing options...
AWMPerry Posted July 26, 2013 Author Share Posted July 26, 2013 Heh - little to none in Fallout. ;-) But at least it looks like the code isn't a million miles removed from things like VB, so I should be able to wrap my head around it... basically I guess I'd just set up two procedures and run one if the perk's there and the other if it's not. Cheers! Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Share Posted July 26, 2013 Heh - little to none in Fallout. ;-) But at least it looks like the code isn't a million miles removed from things like VB, so I should be able to wrap my head around it... basically I guess I'd just set up two procedures and run one if the perk's there and the other if it's not. Cheers! With scripts there's often more ways than one to do something. But here is how I'd do it; Make your critters/assets/NPC's etc. On all the references that will *only* be there when the player has the Wild Wasteland perk, select initially disabled, persistant reference and fill in the reference editor ID (you can use the base name or change it, but it's a good idea to have a trailing REF on the name). Jot down the ref names. For example I'm going to make a protectron with a custom model, name it Robby and drop it in cerulean robotics, with the details listed above. I'm also going to jot down RobbyREF Now make up a quest, lets call it Robby the robot, WWrobbyRobotQuest. Under quest data tab, start game enabled , priority 55, your quest name and id. Hit OK to save (I have to do this otherwise some options that we will use later won't show up). Double click it again. Under conditions create a new one. Condition "HasPerk". Under Function Parameters select wildWasteland leave the operators as is (=) adn value 1. Run on "Reference" select the reference to be "PlayerRef". Hit OK. Now this quest should only run if the player has the wild wasteland perk. Now make a quick quest script and name it similar to the quest. for example. WWrobbyRobotScript. Have your scriptname, begin gamemode block etc. I put in RobbyREF.enable (you'd put in everything you want enabled for the WW encounter) and any other misc junk you need to set up the encounter. Put in a stopquest function with the name of the quest (in my case; "stopQuest WWrobbyRobotQuest") once you have everything you need done. This way the quest starts as soon as you load the mod. If you have the WW trait everything is enabled via the script. If you don't the quest never fires the script and those without the trait never see a trace of the mod. So that's a quick run through, there may be things I missed. It should also be possible to make it a "silent" quest that doesn't display, but at the moment I don't recall how. Link to comment Share on other sites More sharing options...
Recommended Posts