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Help understanding how to set conditions for things to appear after or during quest completion


wasdwasd12

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Hello hello so this question I'm hoping it's okay to post this in troubleshooting is for the mod Tale of two wastelands I'm pretty sure I learned the basics I could probably use this as well for fallout New Vegas.

 

So apparently you can use Xedit to set conditions to allow you to craft things during or after quest completion or when certain conditions have been met.

 

For instance let's say your character completes the quest and as a reward they're taught how to make something or they're giving knowledge how to craft something then you know you go to the campfire or to the workbench and then you can see the new recipe that allows you to craft that.

 

I have made some recipes in Xedit that allow me to craft certain items and the basis for this was these items could be kind of craftable or usable once certain quests or DLC were complete.

 

One thing I hate it is how like the poor export of DLC related items after you complete the DLC.

 

No I get it our player goes to far off amazing places and some of these items should only be tied to that region but I like to think that the player at least acquires some knowledge of how to make those items or at least craft some of those items or just you know.

 

I know already in the game some items can be crafted even before you do the DLC you just need the items from set DLC to craft those items I always hate it that how he can just already learn how to craft these and hasn't even gone to the DLC so this is also why I'm kind of working on this.

 

I want certain items to only be unlockable or craftable once the DLC has been complete.

I'm probably sure I set my point does anybody know how to set conditions that allow certain recipes to appear in the works bench after completing a quest or a set DLC that's all I want to know if anyone can show me how it's done or give me information on how to do it I'd be most appreciative

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Most craftable recipes use a "note" to unlock them. There is a condition playerhasnote that you can place on the craftable, so it checks your inventory. You just need to give the player the note at the end of the quest in order to unlock it.

 

There are other ways, of course. Actually checking to see if a quest is complete, or a variable is met. But for crafting, the notes is what I see done all the time. Look up some recipe you can unlock in the geck, like Ruby Nash's cakes, or the deathclaw gauntlet, and just copy what they do.

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