pepperman35 Posted January 12, 2023 Share Posted January 12, 2023 Okay, so I have been working on a little quest to help the player find his/her new settlement. The quest has two aspects: a main quest and a corresponding radio quest. WRT the radio quest, I have created and placed a radio transmitter into the wild and gave it a frequency of 121.5. I have conditioned the scene in the radio quest with isPlayerRadioOn == 1.0 and GetPlayerRadioFrequency == 121.5. Now I have a problem and been troubleshooting. So my question is this: How can I check/confirm the frequency of the radio transmitter? I have tried the following debug message after the radio transmitter is enabled but it is returning 0.0000, so I am wonder if GetRadioFrequency() is correct. Debug.MessageBox("The transmitterer is broadcasting at: " + FO4_RadioTransmitterRef.GetRef().GetRadioFrequency()) Your insight would be appreciated. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 13, 2023 Share Posted January 13, 2023 GetRadioFrequency() and SetRadioFrequency() were working for me when I made Flourishing Salem. I don't know if it works with transmitters though, I used them on the receivers only. Link to comment Share on other sites More sharing options...
SKKmods Posted January 13, 2023 Share Posted January 13, 2023 There is an xedit script on my discord software-tools that lists all radio station transmitter names and frequences in a load order. ps 121.5 ... are you in distress ? Link to comment Share on other sites More sharing options...
pepperman35 Posted January 13, 2023 Author Share Posted January 13, 2023 Okay. I can take a look at the script. As the 121.5 is a military distress frequency perhaps it is already used in the game ...I will check. It was chosen as the message is a vertibird distress signal. More research ... more experimentation...sounds like the 60's to me. Thanks for the responses. Link to comment Share on other sites More sharing options...
SKKmods Posted January 13, 2023 Share Posted January 13, 2023 121.5 is VHF civillian d&d, military common is 243 UHF Link to comment Share on other sites More sharing options...
pepperman35 Posted January 13, 2023 Author Share Posted January 13, 2023 Okay, so I ran the script to see if there was any conflicts with the frequencies 121.5 or 243 and it doesn't appear to be one. So I am not stepping on another frequency so the sounds should play, but yet they do not. Not exactly sure if there is a lower and upper frequency limit that can/will be displayed in the Pipboy. 000855A3 0 RadioDiamondCityReceiverOff *Is a Radio*000855A3 0 RadioDiamondCityReceiverOff *Is a Radio*0011FBCE 1 DN035_EasyCityDownsRadioTransmitter00112D1F 1 DN165_PeoplemoverTransmitter00112D97 1 DN070_TurretHallTransmitter000FFF9A 1 DN102IntercomRadio0012EEEC 1.1 DN035_EasyCityDownsEyebotRadioTransmitter0014DFF6 1.1 DN070_SecurityTransmitter0014DFFF 1.2 DN070_TreasuresTransmitter152763 1.3 DN049_DirectorRadioTransmitter0015077F 2 BoSKellsPARadioMarker001F108D 4 MS04ShroudMS04HandlerTransmitter00082C13 4 DN146_Loudspeakers *Is a Radio*00082C12 4 DN146_Loudspeakers *Is a Radio*00082C16 4 RadioTransmitter1000897 10 DLC01MechanistRadioTransmitterREF00096EAC 11 MS11RadioIronsides0601EE2F 12 DLC04GZNukaGalaxyTransmitterRef_Main0601F4BE 12.01 DLC04GZNukaGalaxyTransmitterRef_PA010601F4BF 12.02 DLC04GZNukaGalaxyTransmitterRef_PA020601F4C0 12.03 DLC04GZNukaGalaxyTransmitterRef_PA030601F4C1 12.04 DLC04GZNukaGalaxyTransmitterRef_PA040601F4C2 12.05 DLC04GZNukaGalaxyTransmitterRef_PA050603840C 12.11 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar110603840D 12.12 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar120603840E 12.13 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar130603840F 12.14 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar146038410 12.15 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar156038411 12.16 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar166038412 12.17 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar176038413 12.18 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar186038414 12.19 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar196038415 12.2 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar206038416 12.22 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar216038417 12.22 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar226038418 12.23 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar236038419 12.24 DLC04GZNukaGalaxyTransmitterRef_PrePowerCar246054136 12.25 DLC04GZNukaGalaxyExitTransmitterRef0604A680 17.1 DLC04GZEyebotRadioTransmitter0023CD66 22 RadioJukeboxTransmitterRef0100E9F6 25 RadioTransmitter0019D6C3 31 RadioTransmitter001A583D 32 MS17CompoundRadio001000EECAE 32 MS17CompoundRadio0301AC3A 37 DLC03_WindFarmRadioMarkerREF0301804E 38 DLC03_NucleusRadioMarkerREF00193B46 42 GSRJ03_Loudspeakers *Is a Radio*00193B43 42 GSPOIRJ_RadioTransmitter001D2864 44 RadioInstitutePA000BA504 60 PrewarRadioTransmitterREF0018E3B2 62.700001 DN028RadioTransmitterRef000BA641 70 PrewarTVTransmitterREF248028 77 subwayRadioTransmitter176516 82 MQ205_RadioTransmitterNewREF03040AB1 83 DLC03WorkshopRadiantOwned05TransmitterREF001D1AED 86 RadioTransmitMarker01001AC2E6 86.099998 RadioTransmitMarker0200193C39 86.199997 RadioTransmitMarker0300191F21 86.300003 RadioTransmitMarker04001AC2E7 86.400002 RadioTransmitMarker05001E2300 86.5 RadioTransmitMarker06001D206D 86.699997 RadioTransmitMarker08001DE7F6 86.800003 RadioTransmitMarker09001E1AC6 86.900002 RadioTransmitMarker10001DE88E 87.099998 RadioTransmitMarker12001D882C 87.199997 RadioTransmitMarker13001D1AEC 87.300003 RadioTransmitMarker14001D206E 87.400002 RadioTransmitMarker15001E2301 87.5 RadioTransmitMarker16001D882B 87.599998 RadioTransmitMarker17001D882A 87.699997 RadioTransmitMarker18001AC2E5 87.800003 RadioTransmitMarker190002F519 89 MS04ShroudRadioTransmitter00115B22 89 RadioSilverShroudReceiver *Is a Radio*00031C19 91 RadioInstituteTransmitterRef05004FBD 92 DLC06WorkshopRadioRef05004FBE 92 DLC06MQ01EmergencyBroadcastREF000E92A0 94 MS17CompoundRadioTransmitter030456D0 94 DLC03MQ01RadioREF0006F105 95 BoS00Transmitter0004AF75 95 BoS201RadioTransmitterRef06007D76 97 DLC04MQ00PromotionalRadioRef0001FA5B 98 DiamondCityRadioTransmitterRef0001DAF9 99.5 MS10TrinityTowerAntennaRef00144D89 99.5 RadioPreWar001C9710 100 MS10TrinityTowerAntennaRefWRVR000ECA06 100 MS10RadioWRVRref *Is a Radio*000F480B 102 DN125_RadioTransmitter0100FDB6 103 DLC01CaravanDistressTransmitterRef0304DF6D 103.5 ADV002_RadioTransmitter0002A195 104 WorkshopRadioRef0009FF44 105 MinutemenRadioTransmitterREF0601D0B0 106.5 DLC04RaiderRadioTransmitterRef132389 107 BoSM01_PulserVarhamTransmitter84429 107 BoSM01_PulserVarhamTransmitterReplacement0008442A 107.099998 BoSM01_PulserAstlinTransmitterReplacement00140C39 107.099998 BoSM01_PulserAstlinTransmitter00140C3A 107.199997 BoSM01_PulserFarisTransmitter0008442B 107.199997 BoSM01_PulserFarisTransmitterReplacement001A8B3E 107.300003 BoS301TransmitterRef000E0B61 117 RadioEyebotTransmitterRef0859C921 121.5 FO4_RadioTransmitterRef060359EB 135 DLC04ParkAnnouncementTransmitMarker0016939F 140 RadioTransmitter060477EC 200 DLC04TransitCenterAnnouncementTransmittMarker *Is a Radio*00148B8B 303 RR303PrydwenAirTrafficRadioTransmitter00218C3D 1010 RadioRailroadReceiver *Is a Radio*00218C3B 1010 RRMorseCodeRadioTransmitter Link to comment Share on other sites More sharing options...
pepperman35 Posted January 14, 2023 Author Share Posted January 14, 2023 (edited) Okay, after two days of testing and troubleshooting it appears the frequency of 121.5 was problematic for some reason or another. I suspect there is an upper and lower frequency constraint associated with the Pipboy. Seddon4494 alluded to this in his tutorial. I have not experimented too much with the questing side of modding but this little endeavor (main quest combined with a radio quest) combined with previous adventures leaves me convinced there is great power and opportunity within the questing side of the house. In this simple cause I used Audacity to add some pink noise and distortion to the voice actor lines to simulate a radio transmission. Fun stuff. Edited January 14, 2023 by pepperman35 Link to comment Share on other sites More sharing options...
pepperman35 Posted January 15, 2023 Author Share Posted January 15, 2023 Greetings and salutations fellow creationists. So the testing of the main quest and radio quest is mostly promising. Everything seems to work well except the last stage completion (i.e., giving of XP to the player). The last stage (Stage 1000) gets completed and the objective get marked completed in the Pipboy; however, a prompt echoing quest completed doesn’t occur. The complete quest checkbox is also checked for stage 1000. Some it isn't clear to me why the prompt notifying the player of quest completion doesn't file. The setup is mirrored after DLC04MQ00 and its radion quest. The script fragment for stage 1000 is as follows: ; Stage 1000 set from FO4MQ00QuestScript when player teleports into new world space SetObjectiveCompleted(200) Debug.Trace("FO4MQ00 Quest, Stage 1000 fired when we landed in FO4 (teleported via load door), so we can shutdown the quest") ; Remove the map marker from the crash site FO4_VertibirdCrashSiteMarker.disable() Debug.Trace("FO4MQ00 Quest, We have disabled the map marker at the crash site") ; Complete all objectives, remove quest items, and stop the quest ; complete all objectives in the FO4MQ00Radio quest FO4MQ00Radio.CompleteAllObjectives() ; Remove quest item as necessary ; No quest items to worry about SetObjectiveCompleted(1000) CompleteAllObjectives() Link to comment Share on other sites More sharing options...
iqoniq Posted January 15, 2023 Share Posted January 15, 2023 Okay, after two days of testing and troubleshooting it appears the frequency of 121.5 was problematic for some reason or another. I suspect there is an upper and lower frequency constraint associated with the Pipboy. Seddon4494 alluded to this in his tutorial. In agreement with Seddon 4494, I believe, supported by past experience, the upper and lower bands are values within the normal real-world FM frequencies (around 89 to 105) for the Pipboy radio. Other values can be used, but they seem to be ignored by the Pipboy Radio. If you have a look at SubwayAnnouncementsRadio (activator) and the script on it you'll see that it can also have a frequency of -1 (which generates static according to script comments). If you have the Automatron DLC and examine the radio transmitters in the cells (especially in and around the Mechanist's Lair) and activators it uses, the frequencies are really low. I think the reason for restricting the bands for the Pipboy radio (if it happens) is so it doesn't try and list every radio source it discovers (some can have really small radii). It makes sense from a design perspective, but whether that's what's happened is known only to the coders. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 15, 2023 Author Share Posted January 15, 2023 During testing I noticed that there is as band on the pipboy itself which is difficult to read but it clear varies depending on the radio station being listened to. I had never noticed this before but thought it was pretty cool. Link to comment Share on other sites More sharing options...
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