Jump to content

Custom workshop require quest before being available


mikvat

Recommended Posts

Hello everone!

 

I have done a few settlements and now it is time for me to make settlements that require a vanilla quest first to complete before the workbench becomes available.

 

I am thinking as an example the quest High Noon at the Gulch (Nuka World) has to be completed, then the workbench at my settlement can be used.

 

Is this difficult to make? Any pointers? I found something called "GetQuestCompleted" that can perhaps be used in the workshop script but I don´t know how.

 

Another thing I am wondering: Is there a way to make connected cables/wires to disappear when scrapping an item? For example, I made a settlement in General Atomics Galleria which has wires connected to the pods. I can´t make them disappear when scrapping the pods.

 

Any help would be appreciated.

Link to comment
Share on other sites

1. Create a quest: MyMod_HandlerQuest. In the Quest Data tab, check the checkboxes of: Start Game Enabled and Run Once. Quest Prority: 0.
2. Open the Scripts tab >> Add >> New Script. Name: HandlerScript. Namespace: MyMod_Scripts.
Paste this code:
Scriptname MyMod_Scripts:HandlerScript extends Quest Const

Quest Property DLC04DryRockGulch Auto Const
{High Noon at the Gulch.}
ObjectReference Property MyWorkshopWorkbenchRef Auto Const
{Object Reference of your Workshop Workbench.}


Event OnQuestInit()
	If !DLC04DryRockGulch.GetStageDone(2000)      ;2000: completion stage.
		RegisterForRemoteEvent(DLC04DryRockGulch, "OnStageSet")
	Else
		Initialize()
	EndIf
EndEvent


Event Quest.OnStageSet(Quest akSender, int auiStageID, int auiItemID)
	If (akSender == DLC04DryRockGulch) && (auiStageID == 2000)
		UnRegisterForRemoteEvent(DLC04DryRockGulch, "OnStageSet")
		Initialize()
	EndIf
EndEvent


Function Initialize()
	MyWorkshopWorkbenchRef.SetOwnedByPlayer(true)
	(Self as Quest).Stop()
EndFunction

3. Fill the Script properties.

4. Load your settlement, right click on your workbench (the property MyWorkshopWorkbenchRef should point to this). Scripts tab >> EnableAutomaticPlayerOwnership: set to False.
Edited by LarannKiar
Link to comment
Share on other sites

havent tried it but try grouping the objects and splines...

There as another way where you linked ref one item with the other using a keyword and when the specific ref was scrapped the other would also scrap with it..

 

Cant remember who showed it in a precombine tutorial where he attached several vines in abernathy to a wood crate and scrapping the crate would take all the vines with it...

 

Heres the tutorial https://www.youtube.com/watch?v=hM3Di75WKj4&t=577s

 

Found it... etpYI8.jpg

Link to comment
Share on other sites

T

 

Hello everone!

 

I have done a few settlements and now it is time for me to make settlements that require a vanilla quest first to complete before the workbench becomes available.

 

I am thinking as an example the quest High Noon at the Gulch (Nuka World) has to be completed, then the workbench at my settlement can be used.

 

Is this difficult to make? Any pointers? I found something called "GetQuestCompleted" that can perhaps be used in the workshop script but I don´t know how.

 

Another thing I am wondering: Is there a way to make connected cables/wires to disappear when scrapping an item? For example, I made a settlement in General Atomics Galleria which has wires connected to the pods. I can´t make them disappear when scrapping the pods.

 

Any help would be appreciated.

Thank you very much! I will look into this. :)

Link to comment
Share on other sites

havent tried it but try grouping the objects and splines...

There as another way where you linked ref one item with the other using a keyword and when the specific ref was scrapped the other would also scrap with it..

 

Cant remember who showed it in a precombine tutorial where he attached several vines in abernathy to a wood crate and scrapping the crate would take all the vines with it...

 

Heres the tutorial https://www.youtube.com/watch?v=hM3Di75WKj4&t=577s

 

Found it... etpYI8.jpg

Yes, I have seen that tutorial and I have tried doing just that with wires but it does not work. I don´t think the wires are static object since they are bendable. So, in this case I haven´t figured it out yet. Anyway, thanks you for the tip :)

Link to comment
Share on other sites

 

havent tried it but try grouping the objects and splines...

There as another way where you linked ref one item with the other using a keyword and when the specific ref was scrapped the other would also scrap with it..

 

Cant remember who showed it in a precombine tutorial where he attached several vines in abernathy to a wood crate and scrapping the crate would take all the vines with it...

 

Heres the tutorial https://www.youtube.com/watch?v=hM3Di75WKj4&t=577s

 

Found it... etpYI8.jpg

Yes, I have seen that tutorial and I have tried doing just that with wires but it does not work. I don´t think the wires are static object since they are bendable. So, in this case I haven´t figured it out yet. Anyway, thanks you for the tip :smile:

 

again i havent tried it.. But im referring to the spline itself not the markers... A spline is a static once produced i think just animated... Im curious about it and may try it myself :P

Link to comment
Share on other sites

Confirmed on both suggested methods...

Grouping ....no go

Stacking also no go...

 

In both cases i used 2 pillars with a connector on each and a spline connecting them...

Only the 2 pillars went together...

Spline and connectors remained meaning it doesnt work on activators either...

Link to comment
Share on other sites

Confirmed on both suggested methods...

Grouping ....no go

Stacking also no go...

 

In both cases i used 2 pillars with a connector on each and a spline connecting them...

Only the 2 pillars went together...

Spline and connectors remained meaning it doesnt work on activators either...

Thank you for testing. I have found cables that are static and I´ll use those for time being. It is hard to make them prefect :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

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