dissentuk Posted March 18, 2010 Share Posted March 18, 2010 how hard would it be to remove the time script to allow for instant chem creation? i noticed a mod with this title was uploaded to the nexus with out a file, like so many are. any help would be much appreciated!!! Link to comment Share on other sites More sharing options...
dissentuk Posted March 19, 2010 Author Share Posted March 19, 2010 im guessing it is quite an under taking due to the lack of responses. im willing to help in any way i can Link to comment Share on other sites More sharing options...
evilneko Posted March 20, 2010 Share Posted March 20, 2010 If you want instant chems, why not just spawn 'em with the console? :confused: Link to comment Share on other sites More sharing options...
dissentuk Posted March 20, 2010 Author Share Posted March 20, 2010 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 More sharing options...
mortvent Posted March 20, 2010 Share Posted March 20, 2010 not too hard to do, just remove the script sections in the lab script referencing time I'll take a look at it laters Link to comment Share on other sites More sharing options...
dissentuk Posted March 21, 2010 Author Share Posted March 21, 2010 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 More sharing options...
mortvent Posted March 21, 2010 Share Posted March 21, 2010 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 More sharing options...
dissentuk Posted March 21, 2010 Author Share Posted March 21, 2010 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 Link to comment Share on other sites More sharing options...
mortvent Posted March 21, 2010 Share Posted March 21, 2010 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 More sharing options...
dissentuk Posted May 30, 2010 Author Share Posted May 30, 2010 can sombody clarify what i have to do for this. when i save it, will i need an esp or will it just change the game automatically? thanks Link to comment Share on other sites More sharing options...
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