cdo947214 Posted December 30, 2021 Share Posted December 30, 2021 For Fallout 4, how do I do a default alias on death, when 2 or more aliases need to die for the quest to advance? Link to comment Share on other sites More sharing options...
LarannKiar Posted January 1, 2022 Share Posted January 1, 2022 If you'd like to use the DefaultAliasOnDeath script: Open your Quest >> Quest Data window >> Check the checkbox "Allow repeated stages". In the stage which is set by the DefaultAliasOnDeath script, add these lines to the script fragment: If (MyAlias01.GetReference() as Actor).IsDead() == 1 && (MyAlias02.GetReference() as Actor).IsDead() == 1 ; Run these functions EndIf Link to comment Share on other sites More sharing options...
cdo947214 Posted January 2, 2022 Author Share Posted January 2, 2022 how do I set the stage to 25 though? Is there a way I can do this in the alias tab like when a single alias dies. Link to comment Share on other sites More sharing options...
SKKmods Posted January 2, 2022 Share Posted January 2, 2022 Not without a logical IF test which the default script does not contain. The other approach to avoid custom scripting is to put your actors in a ReferenceCollectionAlias and use DefaultCollectionAliasOnDeath script and set the property FALSE (default) = stage is set only when all refs in the collection die. But putting your actors in that collection will probably need a script :/ Link to comment Share on other sites More sharing options...
cdo947214 Posted January 2, 2022 Author Share Posted January 2, 2022 So I decided to do the default alias thing on just the one guy, move the second guy outside the door into the world, and call it a day. (He's disappeared, but that's another problem for another day.) Three things were supposed to happen when I killed the first guy and the the stage moved from 20 to 25... 1. Another character was to be enabled (That worked)2. The quest shows stage 25 (That worked)3. A new quest starts at stage 5 where I talk to the new character in the room. I clicked on properties created a quest const for the new quest and typed in NewQuestName.SetStage(5) and NewQuestName.SetActive(). Everything compiled fine, but it didn't do anything in game. Link to comment Share on other sites More sharing options...
cdo947214 Posted January 2, 2022 Author Share Posted January 2, 2022 Nevermind. I swapped the order around a bit, and it works now. Very strange. Link to comment Share on other sites More sharing options...
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