MaiqDaLiar Posted March 19, 2014 Share Posted March 19, 2014 I'm stumped. Does anyone know how to make your own custom wild wasteland encounters? Link to comment Share on other sites More sharing options...
BenTuttle90 Posted March 20, 2014 Share Posted March 20, 2014 I had a quick look at the fridge thing and it has a certain trigger with a script attached scn GenericWildWastelandTriggerSCRIPT begin OnTriggerEnter Playerif Player.HasPerk WildWastelandPlaySound UIWildWastelandshowmessage WildWastelandMessageendifdisableendSomeone else may have more to add, but this is just looking at the GECK. Link to comment Share on other sites More sharing options...
aaronz12345 Posted March 22, 2014 Share Posted March 22, 2014 I fiddled around in Geck and created one today but don't have time to write it up at the moment I will create a tutorial for you with images tomorrow if you still need help. Link to comment Share on other sites More sharing options...
chucksteel Posted March 23, 2014 Share Posted March 23, 2014 Setting up Wild wasteland encounters is relatively simple. 1. First place all the items and Objects for your encounter. 2. Place an Xmarker near your encounter3. Open the form of each of your encounters items, go to the Enabling Parent tab and link the form to the Xmarker you have placed. 4. Open up the XMarker you placed and go to Enable Parent tab In the cell field type NVWildWastelandCell, In the reference field find WildWastelandEnabler (XMarker). Note: this is easy to find in the cell because it is the only form in the cell. 5. Place a GenericWildWastelandTrigger over your encounter. (This doesn't need to be linked to anything it checks if you have the perk and plays the sound and shows the Wild wasteland message.) Done and Done! Your encounter will now work with the wild wasteland perk. Hope this helps Link to comment Share on other sites More sharing options...
Deleted3996262User Posted August 19, 2015 Share Posted August 19, 2015 @chucksteel, thanks for your explanation man! I'm new to the GECK and I can't figure out how to actually place the trigger right. It counts triggers that I place, but I don't see them (!?) Do you have any tips how to corectly place the trigger? Link to comment Share on other sites More sharing options...
Ducksaws Posted August 20, 2015 Share Posted August 20, 2015 I haven't ever made a wild wasteland event, but by triggers I assume you're having trouble with making the area that the player enters which sets off the wild wasteland message etc.So look at thishttp://geck.bethsoft.com/index.php/Creating_Primitives You make a primitive, probably like on of those orange cubes. Double click on the orange cube, and under the script for the cube, find the script " GenericWildWastelandTriggerSCRIPT" and hit ok. So in case you don't understand the scripting language with respect to the triggers I'll annotate this script for you scn GenericWildWastelandTriggerSCRIPT ; this is the name of the script begin OnTriggerEnter Player ;this means the following block of code will run when the player enters the trigger this script is attached toif Player.HasPerk WildWasteland; if the player has the wild wasteland perkPlaySound UIWildWasteland; play the soundshowmessage WildWastelandMessage; show the messageendif ; end the if statementdisable; I assume this disables the trigger, so that next time you walk through that orange cube, the wild wasteland sound, etc. won't play again.end; ends the script Link to comment Share on other sites More sharing options...
Deleted3996262User Posted August 21, 2015 Share Posted August 21, 2015 I haven't ever made a wild wasteland event, but by triggers I assume you're having trouble with making the area that the player enters which sets off the wild wasteland message etc.So look at thishttp://geck.bethsoft.com/index.php/Creating_Primitives You make a primitive, probably like on of those orange cubes. Double click on the orange cube, and under the script for the cube, find the script " GenericWildWastelandTriggerSCRIPT" and hit ok. So in case you don't understand the scripting language with respect to the triggers I'll annotate this script for you scn GenericWildWastelandTriggerSCRIPT ; this is the name of the script begin OnTriggerEnter Player ;this means the following block of code will run when the player enters the trigger this script is attached toif Player.HasPerk WildWasteland; if the player has the wild wasteland perkPlaySound UIWildWasteland; play the soundshowmessage WildWastelandMessage; show the messageendif ; end the if statementdisable; I assume this disables the trigger, so that next time you walk through that orange cube, the wild wasteland sound, etc. won't play again.end; ends the script I got it to work with clicking the "T" in the task bar and just placing a generic trigger (because DUH, it is the Generic Wild Wasteland trigger) ;). Then select "GenericWildWastelandTrigger" as ID, and the rest will happen automatically. I tried it in game and it worked. BUT, I have a new problem. The objects linked to the X marker do not appear in game. My first event worked, but the second (I did exactly the same) event is giving me headaches. Everything is set op the same as the first event, but the items are just not there in game. Maybe it's just the GECK having a seizure, but yeah... maybe I'm just missing something. Link to comment Share on other sites More sharing options...
Ducksaws Posted August 22, 2015 Share Posted August 22, 2015 sounds like the enabling parent is not set correctly. you could go find some other wild wasteland event you already know about, double click on one of the objects, go to the enabling parent tab and see what obsidian did. Link to comment Share on other sites More sharing options...
Revolvist Posted November 17, 2015 Share Posted November 17, 2015 sounds like the enabling parent is not set correctly. you could go find some other wild wasteland event you already know about, double click on one of the objects, go to the enabling parent tab and see what obsidian did.I've got the same thing. Enable Parent seems to be set like it should. I tried to find a Wild Wasteland event in GECK, but since you can only render small parts of the world, I don't see how I could ever find the right cell. The only thing I can think of is that the XMarker doesn't have a Reference Editor ID... Link to comment Share on other sites More sharing options...
chucksteel Posted November 17, 2015 Share Posted November 17, 2015 the problem is because my explanation was for Wild Wasteland encounter with new clean saves. I didn't think of if you had already triggered a wild wasteland encounter before enabling your new mod. In this case you'll need to give your xmarker a custom Ref ID. Don't link it to the master Wild Wasteland xmarker create a custom Wild Wasteland trigger with this Script. scn MYGenericWildWastelandTriggerSCRIPT begin OnTriggerEnter Player if Player.HasPerk WildWasteland MyWWXmarker.Enable PlaySound UIWildWasteland showmessage WildWastelandMessage endif disable end Link to comment Share on other sites More sharing options...
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