paulski Posted April 6, 2009 Share Posted April 6, 2009 Hey all, I was just trying to figure out how to make an NPC start attacking you if you say something out of line, but I cannot figure out what I need to do. Do I use something like "DanielAgincourtRef.SetAV Aggression 1" in the result (End) script, or is there something that needs to be added in the conditions? I also wanted to have it so that if the NPC does get angry at you and you have to kill him, then the quest can stil progress, so I'd need to use something like "NPCREF.DIE = true then setstage 20" ? I think I'm on the right track, I'm just not sure where and what to properly enter. Thanks to all :) Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 To make an npc attack the player, you may want to spy on lucas simms dialogue when you tell him you're going to rig the bomb.In the result script, something like this runs (writing from the top of my head, don't copy paste from this to be sure):lucassimmsref.ModDisposition -90lucassimmsref.startcombat player As for the other part, there are several ways around it, might want to spy on the megaton bomb quest scripts and those attached to lucas simms and mister burke (the quest "advances" when you kill burke i believe). It's probably some sort of ondeath block. Link to comment Share on other sites More sharing options...
paulski Posted April 6, 2009 Author Share Posted April 6, 2009 Heya dude, thanks ever so much for the quick reply! sorry if it seems trivial, but I couldn't for the life of me find the quests, are they called megaton, or are they something like MQ01 etc? Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 I normally go to the conversation tab and look for the involved npcs, and then see which quest is tied to the dialogue i know comes from that quest. Link to comment Share on other sites More sharing options...
paulski Posted April 6, 2009 Author Share Posted April 6, 2009 ah that makes sense, I'll give it a quick try now. Thanks again TG :) Link to comment Share on other sites More sharing options...
paulski Posted April 6, 2009 Author Share Posted April 6, 2009 Looking through, the Quest is: MS11 - The power of the Atom When he gets angry the code is: set MS11.SimmsTold to 2 ; not sure what this bit is forLucasSimmsRef.Moddisposition player -90StartCombat Player Having a little trouble finding the information on Burke and a sorta "ondeath" type script you meant :S Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 Search for the mr burke npc and see if he haves a script tied to him. If not, then there's a script, probably quest related, "listening" for his death. the set MS11.SimmsTold to 2 thing is a code that: checks the script tied to the MS11 quest, look for the variable named simmstold, and set it to 2. Quests are good places to store "global" values for your mods. Link to comment Share on other sites More sharing options...
paulski Posted April 6, 2009 Author Share Posted April 6, 2009 I found on the quest objective part some information, which I've interpreted into this: In log entry: OnRef(GetDead NONE == 1.00) (Reference is the character) Result Script:;you kill jenkins so progresssetObjectiveCompleted 10 1setStage VBQuest 20 Sadly that did not work :( Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 depends on how you're trying to run it.Also, i don't thing you're using getdead correctly. wiki it Link to comment Share on other sites More sharing options...
paulski Posted April 6, 2009 Author Share Posted April 6, 2009 I'll check the wiki now, thanks again for your assistance mate :) Link to comment Share on other sites More sharing options...
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