AnAtheistBear Posted February 21 Share Posted February 21 So my modding skills only extend to making quest items non-quest items so you can store them... I've downloaded a few quest delay mods and analyzed them, but I really can't wrap my head around how to make one. I'd like to have Operation Manhattan delayed until I complete No Mercy for the BoS, Point Lookout to delayed until I enter the immediate area of the riverboat, Heather Casdin until I enter the immediate area, and Unique scavs to start when I find a note. If someone could make these, I'd donate! If not, is anyone able to give me some pointers? Link to comment Share on other sites More sharing options...
hereami Posted March 7 Share Posted March 7 Shouldn't offer donashun here, topic may be blocked. Likely didn't decompile scripts? Should get Champollion then. Look at CreationClub:StartAfterCharGenScript as basic example (psc is plain txt), pretty handy and may be all what's needed (basically, it's mandatory for any mod that drops unique items into Player), unless eager to manage restart of a running mod's quests (which is likely a more complicated and excessive task) and/or to run them remotely. Script sets owner's stage MyStageToSet (also starts the quest) after remote quest MQ102 reaches CharGenStageToWatch. Quests in a mod need be inspected for StartGameEnabled flag and latter should be patched out (may depend on what they actually do, better investigate first). Then add said script to such quest(s), configure script as necessary, then (re)install target mod. If there are many of StartGameEnabled, then could be reasonable to control them remotely by a custom script/quest, still need flag patching though. I've forgotten a lot for now, think i had troubles with chained startup using that exact script, i.e. questC waits for questB, which is waiting for questA and if C waits for same stage as B sets on start after A triggers, so akin scenario is unadvised. ? Although still, hypothetically, a mod can use OnInit() and some complicated startup routines besides StartGameEnabled quests, need scripts inspection then. In case of area, need a scripted trigger box to start a mod/quest. E.g. DN009_SetStageOnEnterScript or DefaultRefOnTriggerEnter. In case of a note etc. - DefaultRefOnContainerChangedTo or similar. StartAfterCharGenScript.psc Link to comment Share on other sites More sharing options...
AnAtheistBear Posted July 5 Author Share Posted July 5 So I've got a general mod going. I created worldspace references running a vanilla script copied from other location-based quest starts; meaning that when you enter a certain area, within the set bounds, the quest will activate. I also had to remove the "run on start" command in each mod quest record. I've done Operation Manhatten (must enter the prydwen flight deck), Fallout 4 Instrumental pack, must be near the bounty board in DC), Point Lookout (must enter area near the boat to take you to PL), RU556 (must enter area around Fort Strong sign), Vault 1080 (must enter area around the church). Shady motives (must enter Somerville Place settlement). I'm still having issues with Heather Casdin because it uses a radio signal as an activator. But since I at least know how to disable the auto start (run on start), I believe I can place notes with the quest activator script attached to them. I still need to figure out how to make a certain quest completion activate a mod quest. Link to comment Share on other sites More sharing options...
Recommended Posts