Quetzlsacatanango Posted July 6, 2009 Share Posted July 6, 2009 Hi allI have a quest IP, and one possible action during this quest ends with Simms fighting Moriarty. I have a scripted conversation, modeled on the Simms/Burke conversation, and it works perfectly. Only problem is, the final result script says lucassimmsref.startcombat colinmoriartyref colinmoriartyref.startcombat lucassimmsref and they do nothing. I have tried variations (i.e. only one of them starting combat, removing both from MegatonResidentsFaction, packages that cause them to fire on one another after the conversation is complete, modding their disposition toward each other down) but nothing I do seems to make them want to fight each other. If I add something like player.additem f 5000 at the end, along with the startcombat commands, it does work, so I know they are processing. Does anyone have a suggestion on how to get them hostile to one another? I have not yet tried setting them in new faction that are enemies to one another, that seems like a bit of overkill for this.Thanks in advance. Link to comment Share on other sites More sharing options...
VerbalEarthworm Posted July 6, 2009 Share Posted July 6, 2009 judging by the GECK entries for the factions, the MS11SimmBurkesCombatFaction and MS11BurkeSimmsCombatFaction are used to create the "enemy factor", with a -100 modifier and the enemy box ticked. so it looks like you will have to do similar (theres a lot more to it than that though, just type in Simms in GECK search). most of Simms' data can be reused and you will have to adapt the Burke stuff to suit. you could even reverse MS11ColinMoriartyWatchBurkeKillSimms (great filename) and make Burke watch the shootout. hope that helps. Link to comment Share on other sites More sharing options...
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