Sweet6Shooter Posted September 20, 2021 Share Posted September 20, 2021 So I've been having constant issues with trying to intercede into the way the player is transported back to the mojave from dead money and move them to a new worldspace, and providing an option to return. This is my modified version of the mojave gate script: scn NVDLC01SMGateMojaveSCRIPT ; JSH 10.11.10 ; Script that returns player to BoS Bunker in Mojave Wasteland. ; CES 10/26/10 ; Updating the script to move the ending slideshow from here to the Vault Elevator ;Variables Short bButton ;Grabs the button pressed for the message box short bActivated ;Tracks if the player has exited the DLC short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty ref TeleportMarker ref TestRef ; Ending must have played at least once short bEndingDone ref rCountryRadio BEGIN OnActivate if (IsActionRef player) && (GetLocked == 0) ShowMessage NVDLC01TravelToMojaveMsg endif END BEGIN gamemode set bButton to GetButtonPressed if ( bButton == 1 ) ;DisablePlayerControls 1 1 1 1 1 1 1 ;StartQuest NVDLC01Ending ; Enable FNV Radio Stations on DLC end RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; ;Disable Country Radio ;NVDLC01Bartender.AlwaysShowActorSubtitles 0; ;Set up hologram vendors to stop showing subtitles ;NVDLC01HologramVendor1REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor2REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor3REF.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer03.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer02.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer01.AlwaysShowActorSubtitles 0; StarletHologramVillaRef.SetNPCRadio 0 NVDLC01RadioStationRef; ;Stop the Starlet Hologram playing the Starlet Radio audio at the fountain ; NVDLC01RadioDisable ; Disable DLC Radio Stations on DLC End NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; NVDLC01RadioStationElijahREF.disable; StopQuest NVDLC01RadioElijah; sDMMuteBossesPostEndMasterREF.enable RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. if bActivated == 0 Player.ResetHealth; PlayMusic EndSlideShow; StopQuest NVDLC01ChristineBarkTimer; ; Activate End Game Slides DisablePlayerControls 1 1 1 1 1 1 1 StartQuest NVDLC01Ending player.MoveTo sDMDryCMapMarkerRef2 bActivated = 1 elseif bActivated == 1 RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; StopQuest NVDLC01GlobalToxicDamage set sIngestPenalty to 500 set sSleepPenalty to 500 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds / 10) set sSurvs to 1 - (sSurvs / 100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty player.movetofade sDMDryCMapMarkerRef2 endif elseif ( bButton == 2 ) return endif END Sorry it's not indented correctly, something about it crashes Cipsis' script validator, so I haven't been able to use it to fix the indentation.This script works correctly, the first time. The player arrives at the intended marker in the new worldspace with no issues, once the DM slideshow is done. However, the second time the player selects the second menu option after returning, the load screen starts, then restarts, then the player is placed at the default starting marker in DM, right in front of the fountain.I've tried commenting out literally every single line I added that the base game doesn't use, and the behavior is still the same. This is the script attached to a flare gun, intended to return the player to the new worldspace: scn sDMSCPTToDryCTravel short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty float fExit ref rCompanion array_var sCompanions array_var aEntry begin onfire if Player.IsInInterior == 1 || player.IsInCombat == 1 showmessage sDMMSGNoTravelInInteriors elseif Player.IsInInterior == 0 && player.IsInCombat == 0 showMessage sDMMSGToDryC endif end begin menumode 1001 set sButtons to GetButtonPressed if sButtons == -1 return elseif sButtons == 0 set fExit to 1 endif end begin ondrop player.additem sDMMiscDryCReturnToken 1 end begin onsell player.additem sDMMiscDryCReturnToken 1 end begin gamemode if fExit == 1 RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. player.unequipitem sDMWeapFlareGunDryC 0 1 if (sDMCarMerRef.GetDisabled == 1 || sDMCarBrahminRef.GetDisabled == 1 || sDMCarMerRef.GetDead == 1 || sDMCarBrahminRef.GetDead == 1) set sIngestPenalty to 100 set sSleepPenalty to 100 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds/10) set sSurvs to 1 - (sSurvs/100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty endif ; set GameHour to (GameHour + 12) let sCompanions := player.getteammates if sCompanions foreach Array_Var aEntry <- sCompanions let rCompanion := aEntry["value"] rCompanion.moveto sDMMojaveToDryCReturnREF loop endif player.moveto sDMMojaveToDryCReturnREF elseif sButtons == 1 player.unequipitem sDMWeapFlareGunDryC 0 1 return endif end This script successfully returns the player to the new worldspace, but with a stuck black screen, that only disappears when the console or start menu is opened. Sometimes the load screen stays visible, flickering as it constantly resets. This script returns the player from the new worldspace to the mojave: scn sDMSCPTDryCtoMojave short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty short fExit ref rCompanion array_var sCompanions array_var aEntry ref TeleportMarker begin onActivate if (IsActionRef player == 1) showMessage sDMMSGLeaveDryCtoMojave endif end begin menumode 1001 set sButtons to GetButtonPressed if sButtons == -1 return elseif sButtons == 0 set fExit to 1 elseif sButtons == 1 return endif end begin gamemode if fExit == 1 RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. if player.getitemcount sDMWeapFlareGunDryC == 0 player.additem sDMWeapFlareGunDryC 1 endif ; If (VNPCFollowers.bBooneHired == 1) ; set rCompanion to CraigBooneRef ; ElseIf (VNPCFollowers.ArcadeHired == 1) ; set rCompanion to ArcadeREF ; ElseIf (VNPCFollowers.bCassHired == 1) ; set rCompanion to RoseofSharonCassidyRef ; ElseIf (VNPCFollowers.bVeronicaHired == 1) ; set rCompanion to VeronicaRef ; ElseIf (VNPCFollowers.RaulHired == 1) ; set rCompanion to RaulRef ; EndIf let sCompanions := player.getteammates if sCompanions foreach Array_Var aEntry <- sCompanions let rCompanion := aEntry["value"] rCompanion.moveto sDMPostDryCMarker loop endif if sDMCarMerRef.GetDead == 1 if sDMCarMerRef.GetDisabled == 0 sDMCarMerRef.disable sDMCarMerRef.markfordelete sDMCarBrahminRef.disable sDMCarBrahminRef.markfordelete endif endif if sDMCarBrahminRef.GetDead == 1 if sDMCarBrahminRef.GetDisabled == 0 sDMCarMerRef.disable sDMCarMerRef.markfordelete sDMCarBrahminRef.disable sDMCarBrahminRef.markfordelete endif endif if (sDMCarMerRef.GetDisabled == 1 || sDMCarBrahminRef.GetDisabled == 1 || sDMCarMerRef.GetDead == 0 || sDMCarBrahminRef.GetDead == 0) set sIngestPenalty to 200 set sSleepPenalty to 200 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds/10) set sSurvs to 1 - (sSurvs/100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty endif player.moveto sDMPostDryCMarker ; set GameHour to (GameHour + 18) endif end It works perfectly and I have no idea why, since it uses the exact same commands as the prior scripts.The following script which brings the player from the new worldspace back to DM also works perfectly: scn sDMSCPTDryCtoDM short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty float fExit short bEndingDone ref rCountryRadio ref rCompanion array_var sCompanions array_var aEntry begin onActivate if (IsActionRef player) showMessage sDMMSGLeaveDryCtoVilla endif end begin menumode 1001 set sButtons to GetButtonPressed if sButtons == -1 return elseif sButtons == 0 set fExit to 1 elseif sButtons == 1 return endif end begin gamemode if fExit == 1 RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. NVDLC01RadioStationChristineREF.enable; StartQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.enable; StartQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.enable; StartQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.enable; StartQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.enable; StartQuest NVDLC01RadioDeanMusic; RNVTARef.disable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.disable; StartQuest NVDLC01GlobalToxicDamage if sDMCarMerRef.GetDead == 1 if sDMCarMerRef.GetDisabled == 0 sDMCarMerRef.disable sDMCarMerRef.markfordelete sDMCarBrahminRef.disable sDMCarBrahminRef.markfordelete endif endif if sDMCarBrahminRef.GetDead == 1 if sDMCarBrahminRef.GetDisabled == 0 sDMCarMerRef.disable sDMCarMerRef.markfordelete sDMCarBrahminRef.disable sDMCarBrahminRef.markfordelete endif endif set sIngestPenalty to 300 set sSleepPenalty to 300 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds/10) set sSurvs to 1 - (sSurvs/100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty ;set GameHour to (GameHour + 36) let sCompanions := player.getteammates if sCompanions foreach Array_Var aEntry <- sCompanions let rCompanion := aEntry["value"] rCompanion.moveto sDMMojaveToDryCReturnREF loop endif player.moveto sDMReturnXMarker endif end I would dearly, dearly love any help that anyone can provide about this. I'm really close to when I want to release this project, and I have no idea how to troubleshoot this further.I've tried commenting out every line other than the one that moves the player, and tried subbing the moveto command into menumode instead of gamemode, and neither made a difference. Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 20, 2021 Share Posted September 20, 2021 Have you looked at the code that transports the player to DM the first time? Could be that you need to edit that, to account for players returning rather than only being transported there once. Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 22, 2021 Author Share Posted September 22, 2021 I already made an addition to that script, there's nothing there that precludes the player's return: scn NVDLC01VillaTravelTriggerScript ; JSH ; Knocks the player out and transports him to the Villa. ;CES 10/18/10 ;Fine tuning and polishing the gassing part of the script short StartUp ;1= Player has tripped the trigger zone short EndStartUp float TimerA float TimerB float TimerC float TimerD float TimerE float TimerZ ;Added for first timer to trigger player teleportation short bTimerZDone BEGIN OnTrigger player ; Complete NVDLC01MQ00 and get the player set up to be knocked out. if (StartUp == 0) && (GetStageDone NVDLC01MQ00 10 == 1) if (VNPCFollowers.bBooneHired == 1) ;set CraigBooneRef.Waiting to 1 elseif (VNPCFollowers.ArcadeHired == 1) ;set ArcadeRef.Waiting to 1 elseif (VNPCFollowers.RaulHired == 1) ;set RaulRef.Waiting to 1 elseif (VNPCFollowers.bVeronicaHired == 1) ;set VeronicaRef.Waiting to 1 elseif (VNPCFollowers.bLilyHired == 1) ;set LilyRef.Waiting to 1 elseif (VNPCFollowers.bCassHired == 1) ;set RoseOfSharonCassidyRef.Waiting to 1 endif if (VNPCFollowers.RexHired == 1) ;set RexRef.Waiting to 1 elseif (VNPCFollowers.bEdEHired == 1) ;set EDE1Ref.Waiting to 1 ;set EDE2Ref.Waiting to 1 ;set EDE3Ref.Waiting to 1 endif SetObjectiveCompleted NVDLC01MQ00 10 1 SetStage NVDLC01MQ00 100 DisablePlayerControls 1 1 1 1 1 1 1 Set TimerA to 1 Set TimerA to .2 Set StartUp to 1 ApplyImageSpaceModifier ExplosionInFace PlaySound QSTNVDLC01OpeningStinger PlaySound QSTDLCTrap endif END BEGIN GameMode ; Player gets gassed. if ( StartUp == 1 ) if ( TimerZ > 0 ) && (bTimerZDone== 0) Set TimerZ to ( TimerZ - GetSecondsPassed ) else set bTimerZDone to 1 Player.Moveto NVDLC01PlayerGasMarker endif if ( TimerA > 0 ) Set TimerA to ( TimerA - GetSecondsPassed ) else player.AddScriptPackage NVDLC01PlayerKnockedOut PipboyRadioOff Set TimerB to 2 Set StartUp to 2 endif endif ; Player hits the ground, dazed. if ( StartUp == 2 ) if ( TimerB > 0 ) Set TimerB to ( TimerB - GetSecondsPassed ) ;BeginFX FXSprayJet0101Ref.enable FXSprayJet0102Ref.enable FXSprayJet0103Ref.enable FXSprayJet0104Ref.enable ;EndFX else Set TimerC to 8 Set StartUp to 3 endif endif ; Player slowly passes out. if ( StartUp == 3 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else StartQuest NVDLC01NewVegasFollowerFireQuest; if GetINIFloat "CustomSettings:sEquipmentRemoval" "DMT Config.ini" == 1 player.RemoveAllItems NVDLC01PlayerEquipmentContainerRef endif imod FadeToBlackPermanent Set TimerC to 5 Set StartUp to 4 endif endif ; Player wakes up. if ( StartUp == 4 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else StartQuest NVDLC01Intro Set TimerE to 5 Set StartUp to 5 endif endif if ( StartUp == 5 ) if ( TimerC > 0 ) Set TimerC to ( TimerC - GetSecondsPassed ) else Player.RemoveScriptPackage Set StartUp to 6 ;EnablePlayerControls ;DisableFX FXSprayJet0101Ref.disable FXSprayJet0102Ref.disable FXSprayJet0103Ref.disable FXSprayJet0104Ref.disable ;DisableFX endif endif END Transition Timer: scn NVDLC01VillaTransitionTimerScript ; JSH 10.04.10 ; Timer for fade-to-black transition to Villa. short bDoOnce ;Script blocker float fTimer ;Timer used for animation control short bFadeOutDone BEGIN GameMode if (bFadeOutDone == 1) return; endif if (bDoOnce== 0) ;PlaySound QSTEndTransitionStinger PlayMusic EndTransitionStinger set fTimer to 4; set bDoOnce to 1; endif set fTimer to ( fTimer - GetSecondsPassed ) if ( fTimer <= 4 ) && (bDoOnce == 1) IMod FadeToBlackPermanent; set bDoOnce to 2; endif if ( fTimer <= 0 ) set bFadeOutDone to 1; SetInChargen 0; player.MoveTo DLC01StartMarker ; StopQuest NVDLC01VillaTransitionTimer; endif END Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 22, 2021 Author Share Posted September 22, 2021 It also seems that just raw using the command player.movetofade sDMDryCMapMarkerRef2 in the console fails in the exact same way. Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 22, 2021 Author Share Posted September 22, 2021 Tried rewriting the script, aligning it more like the base game script, and added a debug print that confirmed that the script is indeed seeing the correct marker, but it still fails. Every time the script is fired, it also respawns any enemies that have the respawn flag in the cell. Enabling fast travel manually before the transportation line doesn't change anything. scn NVDLC01SMGateMojaveSCRIPT ; JSH 10.11.10 ; Script that returns player to BoS Bunker in Mojave Wasteland. ; CES 10/26/10 ; Updating the script to move the ending slideshow from here to the Vault Elevator ;Variables Short bButton ;Grabs the button pressed for the message box short bActivated ;Tracks if the player has exited the DLC short sButtons float sEnds float sSurvs float sIngestPenalty float sSleepPenalty string_var TestEditorID ; Ending must have played at least once short bEndingDone ref rCountryRadio BEGIN OnActivate if (IsActionRef player) && (GetLocked == 0) ShowMessage NVDLC01TravelToMojaveMsg endif END BEGIN gamemode set bButton to GetButtonPressed if ( bButton == 1 ) && (bActivated == 0) set bActivated to 1 printc "bactivated was zero, set to 1" ;DisablePlayerControls 1 1 1 1 1 1 1 ;StartQuest NVDLC01Ending ; Enable FNV Radio Stations on DLC end RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; ;Disable Country Radio ;NVDLC01Bartender.AlwaysShowActorSubtitles 0; ;Set up hologram vendors to stop showing subtitles ;NVDLC01HologramVendor1REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor2REF.AlwaysShowActorSubtitles 0; ;NVDLC01HologramVendor3REF.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer03.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer02.AlwaysShowActorSubtitles 0; ;NVDLC01HoloDealer01.AlwaysShowActorSubtitles 0; StarletHologramVillaRef.SetNPCRadio 0 NVDLC01RadioStationRef; ;Stop the Starlet Hologram playing the Starlet Radio audio at the fountain ; NVDLC01RadioDisable ; Disable DLC Radio Stations on DLC End NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; NVDLC01RadioStationElijahREF.disable; StopQuest NVDLC01RadioElijah; RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. Player.ResetHealth; PlayMusic EndSlideShow; StopQuest NVDLC01ChristineBarkTimer; ; Activate End Game Slides DisablePlayerControls 1 1 1 1 1 1 1 StartQuest NVDLC01Ending player.MoveTo NVDLC01SlideshowMarker elseif ( bButton == 1 ) && (bActivated == 1) printc "bactivated was 1 already" RemoveImageSpaceModifier FriendOfTheNightInteriorISFX RemoveImageSpaceModifier FriendOfTheNightISFX player.DispelAllSpells ; Removes all chem effects. PipBoyRadioOff ; Turn off PipBoy radio. NVDLC01RadioStationChristineREF.disable; StopQuest NVDLC01RadioChristine; NVDLC01RadioStationDeanREF.disable; StopQuest NVDLC01RadioDeanQuest; NVDLC01RadioStationDogREF.disable; StopQuest NVDLC01RadioDog; NVDLC01RadioStationSpeakersREF.disable; StopQuest NVDLC01RadioSpeakers; NVDLC01RadioStationDeanMusicREF.disable; StopQuest NVDLC01RadioDeanMusic; RNVTARef.Enable; ;Enable Radio New Vegas set rCountryRadio to vCountryRadioREF.GetLinkedRef; ;Country Radio has no ref name, so getlinked rCountryRadio.Enable; StopQuest NVDLC01GlobalToxicDamage set sIngestPenalty to 500 set sSleepPenalty to 500 set sEnds to player.getpermanentactorvalue Endurance set sSurvs to player.getpermanentactorvalue Survival set sEnds to 1 - (sEnds / 10) set sSurvs to 1 - (sSurvs / 100) set sIngestPenalty to (sIngestPenalty * sEnds * sSurvs) set sSleepPenalty to (sSleepPenalty * sEnds * sSurvs) player.damageAV hunger sIngestPenalty player.damageAV dehydration sIngestPenalty player.damageAV SleepDeprevation sSleepPenalty TestEditorId = (GetEditorID sDMDryCFromDMMapMarkerREF) printc "%z" TestEditorID EnableFastTravel 1 0 0 player.movetofade sDMDryCFromDMMapMarkerREF elseif ( bButton == 2 ) return endif END Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 22, 2021 Author Share Posted September 22, 2021 I looked into the other mods that allow the player to return, and they use doors that just take you to back and forth. Doing so still has the same problem here. Frequently in tests, the new cell's name is displayed, even though the player hasn't moved. Link to comment Share on other sites More sharing options...
GamerRick Posted September 23, 2021 Share Posted September 23, 2021 What are you trying to do? It's just the two places where you do a player.moveto that have a problem? Did you break the vanilla stuff dealing with entering and leaving Dead Money's world? Or is it just your new stuff that doesn't work? Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 23, 2021 Author Share Posted September 23, 2021 So the player completes Dead Money, then after they watch the ending slideshow, they go to the new worldspace. That works fine the first time. Then, they pass through the new worldspace, and get to an activator which will take them back to the mojave. This also works the first time. They're then provided a flare gun that allows them to return to the new worldspace, and they can use an activator to return to Dead Money as well. Returning to Dead Money works fine, but then it breaks when they try to leave again. The flare gun to return to the new worldspace also fails. Link to comment Share on other sites More sharing options...
GamerRick Posted September 23, 2021 Share Posted September 23, 2021 (edited) So, the second time you exit DM by activating NVDLC01SMGateMojave, it just won't do your new code (now that bActivator is 1): elseif ( bButton == 1 ) && (bActivated == 1) printc "bactivated was 1 already" ......... player.movetofade sDMDryCFromDMMapMarkerREFI can't see why your changes to that script don't work. You don't see the PrintC line in the console and the rest doesn't happen? There is nothing obvious. Edited September 23, 2021 by GamerRick Link to comment Share on other sites More sharing options...
Sweet6Shooter Posted September 24, 2021 Author Share Posted September 24, 2021 The line does print in the console, but the player is just moved to the center of the cell again. Sometimes the name of the new cell will show up on the side of the screen, but the player isn't in the new cell. It's so bizarre. Movetofade doesn't do anything different than moveto either.Here's a link to a pre release build, if you want to open it up:https://www.nexusmods.com/newvegas/images/123329 I also made sure to test this with no other plugins installed, so it's not that. Link to comment Share on other sites More sharing options...
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