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  • 00058a10 = (FFEU19NPC2 [NPC_:00058A0B] )
  • 00058a0f = (FFEU19NPC1 [NPC_:00058A0A]

and mr monter guy is this one

  • 0004e8ff = (LvlSupermutantGunStayAtEdLoc [CREA:0001F67C] )

to be exact.

kitty

 

 

https://www.youtube.com/watch?v=63kQfLekIbU

 

Thank you for helping me find those base ids, I appreciate it. However, I'm sure there's going to be hundreds of other ids I'm going to need to find over the next few weeks. I'll only reply to this post if I haven't been able to find the id in the GECK myself and if I have more than ten NPCs. Unless, the id is needed to progress.

 

 

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  • 7 months later...

I know it's been about 8 months, but I'm having an extremely simple issue that I was wondering if someone could help me with. I recently downloaded Backsteppo's Pair Poses and just spent the last hour trying to get this pose to work.

 

In the description of the mod it says "Type "PlayIdle Pairxx(a/b)" (xx=01 to 11) to each character." I apologize, but I don't understand how to type this. Or perhaps I do, and it's simply not working. I clicked on an npc and typed "PlayIdle p04 a" and it didn't work. However, when I type "PlayIdle p04" the selected npc will pose, but it's not the pose featured as pose 04 in BackSteppo's Pair Poses modification. Perhaps another pose modification is interfering with it.

Edited by VirtualVictory
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  • 6 months later...

Hello again to whoever is reading this! I came back to this wonderful site to ask a few questions to see if anyone could or at least would be willing to help me. Recently, I wanted to complete "Big Trouble In Bigtown" multiple ways with the Small Guns and Science option so that I could have the robots protecting the town and have the shooting range available to the inhabitants(regardless if they don't use it).

 

From the information I gathered from the small amount of forum posts and wiki sites throughout the years is that you're able to restart quests by typing "resetquest" followed by the ID of the quest you're resetting. Example: "Resetquest 14e94" However, this doesn't reset the dialogue for NPCs. So in many cases you cannot restart the quest again without using a SetStage command. Example: SetStage 14e94 10

 

EDIT: I was able to accomplish what I set out to create a thread about. Just in case anyone wants to complete Big Trouble In Big Town using Science and Small Guns, I figured I would share how I did it.

 

After completing Big Trouble In Big Town in any way you want, type "Resetquest 14e94" followed by the following commands:

 

I. Setstage 14e94 10
II. Setstage 14e94 20
III. Setstage 14e94 25
IV. Setstage 14e94 30
V. Setstage 14e94 40
VI. Setstage 14e94 45
VII. Setstage 14e94 80
VIII. Setstage 14e94 90
XIV. set townCheer to -2
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Okay, now I've actually run into an issue that I haven't been able to solve in 4 hours.

 

What I'm trying to do:

 

I've been trying to re-enable Mister Burke to have his dialogue tree after completing The Power of The Atom by disarming the bomb AND have him go back to live at Tenpenny Tower just as he would if you instead armed the bomb and destroyed Megaton. I've spent the last few hours searching through scripts in the G.E.C.K. but I have yet been able to pin point what triggers the MegMisterBurkeSandboxTenpenny script package that causes Mister Burke to wander the cell "Tenpenny03," to eat, sleep, sit, walk to various idle markers and conversate with Allistar Tenpenny, Susan Lancaster, Irving Cheng and the security guard on the top floor of the tower.

 

What I have tried:

 

Before you say "Oh, just use Prid 14F77, Enable, and AddScriptPackage 14F8E," that won't re-enable Burke's dialogue tree and only temporarily makes him go to Tenpenny03. In fact, as soon as he enters Tenpenny03, he immediately leaves the cell to go back to standing on the balcony in the cell "Tenpenny01." I believe the script package that causes this is MS11MisterBurkeWaitOnRoof.

 

Let me reiterate, I know that the script "MegMisterBurkeSandboxTenpenny" makes Mister Burke do those things but I'm unsure what script triggers that package. Because if you were to simply add that package to Mister Burke, it would not be permanent. There's a script tied to The Power of The Atom or "MS11/MS11Fin" in the G.E.C.K. that makes it permanent but that's what I need help finding.

 

How I completed "The Power of The Atom:"

 

1.) I Initiated the quest by agreeing to disarm the bomb free of charge from Lucas Simms.

2.) Went to Moriarity's Saloon, talked to Burke and accepted Burke's bonus of 500 caps to destroy Megaton.

 

3.) (Unsolved Issue) At the time, I had already helped Leo Stahl with his drug habit so I got the "[Optional] Loot Leo Stahl's stash at the water treatment plant for Mentats" objective or to be more specific, Stage 3 of 14E9E. However, I haven't been able to get Stage 1, 2 or 3 working by using "SetStage 14E9E 1, SetStage 14E9E 2 or SetStage 14E9E 3" which is a little concerning.

 

4.) After looting Stahl's stash, I disarmed Megaton's bomb.

5.) I went back to Mister Burke to tell him that I disarmed the bomb and he gave me the "Best sleep with one eye open" dialogue.

6.) I turned in the quest to Lucas Simms and at this point Burke is removed from the game.

 

When re-enabled using "Prid 14F77 and Enable," Burke has no dialogue and is scripted to travel to travel to Tenpenny01 and stand on the balcony. This is merely here to explain how I completed the quest for people to better understand how I got here in the first place.

 

G.E.C.K. Script and ID information:

 

In case you're unfamiliar with the G.E.C.K., I'm going to explain what's opened in the following picture. The "NPC" window Is opened to Mister Burke's AI Packages or to simplify it, everything that NPC is capable of doing. "MS11" is The Power of The Atom's G.E.C.K. Quest ID; anything tied to MS11 is involved in The Power of The Atom quest. I opened "MS11" by right clicking on it, clicking "Use Info" and this brought up all dialogue(DIAL), Information(INFO), Packages(PACK) and Scripts(SCPT).

 

The four windows below the NPC and Object Window are scripts relating to The Power of The Atom. Inside one of these scripts there's a high possibility that there's a command that triggers the MS11MegMisterBurkeSandBoxTenpenny script. The only problem is, I cannot find it!

 

http://i.imgur.com/BAqlgsX.png

 

 

If You need to visualize what's going on, here:

 

 

 

http://i.imgur.com/OvDHBBq.jpg

 

This is what Mister Burke does if you re-enable him, he'll just stand there indefinitely, with no dialogue. Note: This is after the quest has been completed by disarming Megaton's bomb. The only reason the detonator is present in the picture is because I like having it available to me from time to time to blow up Megaton for shiggles regardless if I disarmed the bomb. If you would like it available on the table in your game, simply type "Prid 1E99F and Enable."

 

http://i.imgur.com/XE7HkJp.jpg

 

And here's what happens when you try to start a conversation, the dreaded blank dialogue bar. How would I fix this?

 

 

 

TL;DR "Just give me the questions!"

 

1. How do I re-enable Mister Burke to have dialogue AND live at Tenpenny Tower?

 

 

2. How do I reset Leo Stahl's unmarked Drug Habit quest?

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quested Items are forever linked to the scripts that own them.

to fix that, remove ownership by creating brand new items not affiliated with the masters scripts.

The detonation object, change it's ID and name, thus remove the scipts in it's new object ID in the geck.

MrBurks dialogs...you ad to his idles more of what ever you want, just like any follower mod, you have to add it in VIA the geck IDles conversations.

 

better have the voice files sitting in the source folder before init this operation because it has to be there for the geck to find or the geck will crash when you save.

we use "fake, blank voice/lipsync" files to accomplish this, once that code is excepted, the geck will save the code and not cause the game to crash.

 

both issues means you need to create two followers.

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