Jump to content

removing lab waiting period


dissentuk

Recommended Posts

well. it just isnt fun. what i really though would be cool was to have a lab that had a number of science related things including labs, plants, fruit ect....seeing as i cant mod and no one wants to embark on such a project with me i thought it might be the next best step to remove waiting time, but alas, still no responses. even a helping point in the right direction as where to start would be good!
Link to comment
Share on other sites

there is a portable lab mod that uses a quest scrip which means if you spawn more than one into your inventory only one works and you can pack the others up. do all the labs works like that or would it be easyer to set up a load in a room?
Link to comment
Share on other sites

in the HD00Labscript

 

change:

if ( HDLab0 == 1 )
	if ( GameDaysPassed - HDLabTime0 >= 1 )
		Set HDLab0 to 2
	endif
endif

 

to

 

	if ( HDLab0 == 1 )
	Set HDLab0 to 2
endif

 

and once you start it brewing, you simply activate it again to get the chemical it brewed

Link to comment
Share on other sites

currently i have no idea how to do that so im going to save it and implement it after i finnish my degree when i have a bit more time on my hands. thanks alot for your help Mortvent

 

Ah, open the geck.

 

Select data files to include the fallout3.esm

 

Under gameplay there is a scripts option on the top menu.

 

Using it go to open and scroll down to the script, make the changes

 

Save changes by closing the editor part, then save it as something like "nowaitlab"

 

If I get a chance I may upload just that change to the site.

Link to comment
Share on other sites

  • 2 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...