LordEmm Posted September 6, 2010 Share Posted September 6, 2010 I have been looking around a bit to find a solution to this problem: Several mods give you items immediately when they are first introduced (for example Marylin companion adds several clothing items). That can be a problem when you start a new game, because the items get taken away before you reach the final stage of the tutorial quest (in fact they are not there even at the Birthday party). They then stay away and will not be added again because the quest assumes it is done. Now i know several mods only initiate after you leave Vault101. I would like to implement this in the offending mods as well if i can, however i have very limited scripting experience, so i am not really sure how i can do that. Any advice on it? Also when is the earliest stage items can be added safely without them getting lost again? I would guess it is after you get woken up by Amata, right? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 7, 2010 Share Posted September 7, 2010 I think most people do it by checking if the player isinworldspace wasteland, or by checking that the quest "Escape!" (which I "think" is CG04) is completed. Link to comment Share on other sites More sharing options...
BaronofHe11 Posted September 7, 2010 Share Posted September 7, 2010 Good question. I just noticed this myself after wondering why I was missing certain. I think I'm just going to create a personal merchant and give him any item that is auto given without checking where the player is or maybe just stick them in a box. Link to comment Share on other sites More sharing options...
Tubal Posted September 8, 2010 Share Posted September 8, 2010 If you've managed to make a script that adds things to the player then adding a check for the quest is trivial. Download my FWE Leveling Switch for an example (requires FWE to load though). Checking for isinworldspace wasteland is almost as good though. Link to comment Share on other sites More sharing options...
LordEmm Posted October 7, 2010 Author Share Posted October 7, 2010 Thanks for the answers. I think i found the way, or at least narrowed it down. "GetStage" is your friend ;) Strangely though it does not seem to work always... Although i am thinking of adding it to merchants too (i hate when new things are put in boxes randomly all over the place. Hated it in Oblivion too). Seems safer to do so. Maybe add it to the items you get as gifts from the Megaton Settlers after saving the town :) Link to comment Share on other sites More sharing options...
rickerhk Posted October 7, 2010 Share Posted October 7, 2010 Thanks for the answers. I think i found the way, or at least narrowed it down. "GetStage" is your friend ;) Strangely though it does not seem to work always... Although i am thinking of adding it to merchants too (i hate when new things are put in boxes randomly all over the place. Hated it in Oblivion too). Seems safer to do so. Maybe add it to the items you get as gifts from the Megaton Settlers after saving the town :) I had problems with GetStage until I started using it like this: if GetStage >= Stagenumber Link to comment Share on other sites More sharing options...
Ez0n3 Posted October 7, 2010 Share Posted October 7, 2010 I think the DLC's use:if RadioEnclaveRef.GetDisabled == 0 || GetStage MQ09 >= 60 Link to comment Share on other sites More sharing options...
LordEmm Posted October 7, 2010 Author Share Posted October 7, 2010 ah, see i only used ">" not ">=" that may be the problem... will test tonight. what would MQ09 be? and why stage 60? The radio enabled thing is kinda clever since they only are enabled once you get close enough to a signal, right?I might try out both and see what brings more consistent results. Thanks for the help! Link to comment Share on other sites More sharing options...
Ez0n3 Posted October 7, 2010 Share Posted October 7, 2010 Some spoilage: GNR Radio has 2 references, one with static and one without. The one with static starts enabled on a new game. Once you complete the GNR quest, it disables the one with static and enables the one without. Enclave Radio (only 1 reference) on the other hand starts off disabled on a new game. Once the player leaves the vault, it enables the Enclave Radio reference (at the time it does the "blind player with sunlight" after stepping out of 101 for the 1st time). I believe "MQ09 >= 60" checks to see if Raven Rock has been destroyed. If so, then I believe the Enclave Radio reference gets disabled. So it seems like they rely heavily on the Enclave Radio Ref to test if the DLC quest should start. Also, when you enter a DLC location - it disables Enclave Radio temporarily until the player returns to the Wasteland. So lets say you're in Point Lookout and you install Mothership Zeta. The Zeta quest wouldn't show up until you've returned from Point Lookout and the Enclave Radio ref has been re-enabled, unless Raven Rock has been destroyed - then "MQ09 >= 60" would be true. I think "GetInWorldspace Wasteland" seems more consistent, but maybe there's some overhead or something. Not sure why they went the Radio Enclave route. Link to comment Share on other sites More sharing options...
LordEmm Posted December 28, 2010 Author Share Posted December 28, 2010 Have been getting into Oblivion more again lately, and finally managed to get EAX working with it, so i want to enjoy that again (then Fallout3, then Dragon Age where i finally have all the DLC, then Fallout NV ;) Thanks for all the help. If i can remember the sparse modding skills i picked up while working on Fallout last, i will incorporate all your suggestions (three version, three items, see what works best) and call back :) Many thanks once again and a happy new year to you all! Link to comment Share on other sites More sharing options...
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