SephyLV Posted June 14, 2022 Share Posted June 14, 2022 Quest Form Ranks need recruit at least eight settlements. I wanna increase this limit to fifteen, to make my game i bit harder. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment Scriptname Fragments:Quests:QF_Min301_000DDFDB Extends Quest Hidden Const ;BEGIN FRAGMENT Fragment_Stage_0000_Item_00 Function Fragment_Stage_0000_Item_00() ;BEGIN CODE Min03.SetStage(0) Min03.setStage(150) Min03.setStage(550) ; allowed to build artillery Min03.setStage(560) ; smoke grenades ; TEMP - test if Min03 not finished ;Min03.setStage(950) ; add Ronnie to workshop ;Min03.setStage(1000) ; completed MQ206.SetStage(0) MQ206.SetStage(100) MQ206.SetStage(200) MQ206Min.SetStage(1000) MQ206Min.SetStage(1450) MQ206.Stop() MQ206Min.Stop() MQ207.SetStage(180) ; kicked out MQ207.SetStage(200) ; complete quest ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0001_Item_00 Function Fragment_Stage_0001_Item_00() ;BEGIN CODE setStage(0) WorkshopParent.MinutemenOwnedSettlements.SetValueInt(MinutemenCentralQuest.MinRecruitment03) MQ207.SetStage(200) ; player has exited Institute Min207.SetStage(200) ; MinutemenCentralQuest.CheckForMQAdvance() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0010_Item_00 Function Fragment_Stage_0010_Item_00() ;BEGIN CODE SetObjectiveDisplayed(10) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0015_Item_01 Function Fragment_Stage_0015_Item_01() ;BEGIN CODE RRAct3Lost.SetStage(300) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0020_Item_00 Function Fragment_Stage_0020_Item_00() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveDisplayed(20) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0030_Item_00 Function Fragment_Stage_0030_Item_00() ;BEGIN CODE ; if player has holotape, set stage 100 if Game.GetPlayer().GetItemCount(MQ206Holotape) > 0 Min207.SetStage(100) else ; otherwise, objective to get holotape Min207.SetStage(20) endif ; make it active Min207.SetActive(true) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0050_Item_00 Function Fragment_Stage_0050_Item_00() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveCompleted(20) ; advance MinDefendCastle MinDefendCastle.SetStage(50) SetStage(100) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_Stage_0100_Item_00 Function Fragment_Stage_0100_Item_00() ;BEGIN CODE CompleteAllObjectives() Stop() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Min03Script Property Min03 Auto Const MQ206Script Property MQ206 Auto Const Quest Property MQ206Min Auto Const Quest Property MQ207 Auto Const MQ00Script Property MQ00 Auto Const workshopparentscript Property WorkshopParent Auto Const MinutemenCentralScript Property MinutemenCentralQuest Auto Const Quest Property MQ301 Auto Const ReferenceAlias Property Alias_PrestonGarvey Auto Const GlobalVariable Property XPFactionFinal Auto Const Quest Property MinDefendCastle Auto Const Quest Property Min207 Auto Const Quest Property RRAct3Lost Auto Const Holotape Property MQ206Holotape Auto Const Mandatory This is quest script if i understand correctly i need to change value of parameter MinRecruitment03, but how do i do it? I cant find this parameter in creation kit or maybe im looking at wrong place? Can i just replace it with number 15? Link to comment Share on other sites More sharing options...
SKKmods Posted June 14, 2022 Share Posted June 14, 2022 You need to be looking at MinutemenCentralScript on MinutemenCentralQuest The variable is MinutemenOwnedSettlements The target value is MinRecruitment03 ; waiting to hit "75%" ? if MinutemenProgress == 5 if WorkshopParent.MinutemenOwnedSettlements.GetValue() >= MinRecruitment03 setProgress(6) endif endif If your into hacking base game scripts (ouch) then you need to open MinutemenCentralQuest, edit the value for MinRecruitment03 from 8 to whatever, as a CONST that will need the script recompiling. Some notes from my fixing mod: Taking ownership will count towards the MinutemenOwnedSettlements quest trigger (for taking and defending the Castle) if there is at least one settler when the next MM radiant quest is handed in to Preston which updates the quest counters. Or run option (22) Update Minutemen quest counters. (7) Disabling Minuteman settlement radiant quests (kidnapping, problem with) may slow down your progress on the Minutemen quest line because your count of MinutemenOwnedSettlements will not be updating. Running option (22) will keep the quest counters lined up to trigger Take/Defend Castle. (22) Update Minutemen quest counters option bumps the MinutemenCentralQuest to update recruitment quest based progress (MinutemenRecruitmentAvailable + MinutemenOwnedSettlements) as they don't always register when handing quests in to Preston, so you end up recruiting a stack of settlements without MIN02 Taking Independence starting or MIN301 Form Ranks completing. Link to comment Share on other sites More sharing options...
SephyLV Posted June 14, 2022 Author Share Posted June 14, 2022 (edited) Thanks now i get it! How do i do script recompiling after changing value? Edited June 14, 2022 by SephyLV Link to comment Share on other sites More sharing options...
SKKmods Posted June 14, 2022 Share Posted June 14, 2022 How are you editing it ? Link to comment Share on other sites More sharing options...
SephyLV Posted June 14, 2022 Author Share Posted June 14, 2022 i did with notepad++ Link to comment Share on other sites More sharing options...
SKKmods Posted June 14, 2022 Share Posted June 14, 2022 If you are not editing through creation kit (which would be one button), suggest you search for tutorials on "how to compile payrus scripts". Link to comment Share on other sites More sharing options...
Sars99 Posted June 15, 2022 Share Posted June 15, 2022 Shouldn't need to edit scripts for this. Create an overwrite plugin and change the property on the MinutemenCentralQuest. Link to comment Share on other sites More sharing options...
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