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GECK Scripting-NPC can give Map Marker?


FalloutTimes

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Hello all.

 

I've been searching for quite a while on how to do a very specific part of a Quest mod (I'm still very new to the process) and I can't find an answer.

 

I want an NPC I'm conversing with to give me a Map Marker on my PipBoy after a certain line of dialogue. Basically 'this is where it is' kind of thing. This is possible, right? Other NPCs in the vanilla game can do it, but why can't I figure out how? Any help at all would be appreciated. Thank you.

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Have you tried something like this? Replace MapMarkerRef with your map marker reference.

if MapMarkerRef.GetMapMarkerVisible == 0
	ShowMap MapMarkerRef
endif

Where exactly would I enter this? There is a Begin and End script box in the dialogue settings, but what would I put for each box?

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It doesnt really matter, just throw the script in either box. All the "begin" and "end" box does is controls when the script runs, either at the beginning of the conversation, hence "begin" or at the end of the conversation "end".

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It doesnt really matter, just throw the script in either box. All the "begin" and "end" box does is controls when the script runs, either at the beginning of the conversation, hence "begin" or at the end of the conversation "end".

I compile the script, enter the game, and he doesn't give me the map marker. I entered it right, I know this because it doesn't have any pop up messages. What am I doing wrong???

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On the "Marker Data" tab make sure you check "Marker Data" and give it a Name and Type. Otherwise if won't show and won't give an error when compiled.

I've done that, that was one of the first things I made sure to do. No errors pop up, I get through the dialogue, and there's no map marker added. Tmm1 doesn't even work.

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Do you have the "initially disabled" tab checked in the reference window of the map marker when you double click on it? That would be my only other thought as why it wont show up since anything that is initially disabled requires an enable script in order for it to appear in the worldspace.

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Do you have the "initially disabled" tab checked in the reference window of the map marker when you double click on it? That would be my only other thought as why it wont show up since anything that is initially disabled requires an enable script in order for it to appear in the worldspace.

 

I tried everything, and it's still been squat with results. It's not too big of a deal, I just have the quest start right after talking to him and it adds the objective marker that way.

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