Irx Posted November 9, 2010 Share Posted November 9, 2010 Bug: if you choose Meyer as a sheriff, npcs around the game will still tell the line about NCR. Haven't done any modding for this engine since Morrowind, but scripts seem correct to me... Condition for this line to appear: Global VStoryEventPrimmSheriff == 1 ; 1 = NCR, 2 = Meyer, 3 = Primm Slimm Quest stage finisher for Meyer, called from his dialog (setstage nvPRimmDeputyConv 120): rewardxp 300set nvprimmdeputyconv.iTownState to 1completeallobjectives nvPrimmDeputyConvset nVPrimmDeputyConv.PrimmState to 2;PrimmPGDeputyRef1.Enablesetobjectivecompleted nvPrimmDeputyConv 36 1set nvPrimmDeputyConv.BeagleCaptured to 4set nvPrimmDeputyConv.MeyerSheriffState to 1set VStoryEventPrimm to 1set VStoryEventPrimmSheriff to 2 Yet somehow this line is still called. :dry: Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 9, 2010 Share Posted November 9, 2010 I would look in the conditions for the dialog line and make sure it is set to 2 instead of 1. Link to comment Share on other sites More sharing options...
PaulFromNZ Posted November 9, 2010 Share Posted November 9, 2010 I would look in the conditions for the dialog line and make sure it is set to 2 instead of 1. The dialogue conditions seem really screwed-up. I find multiple instances of the following NPC greetings which inconsistently check for a =1, =2 or <0 & >4 value for that variable."Primm has a new Sheriff. That should keep the Powder Gangers away.""Primm wimped out and accepted NCR rule. Some people will do anything to feel safe."Additionally, only one of the "Primm has a new Sheriff" dialogues will check to see if Slimm was made Sheriff but will also play if NCR is in charge. I'm throwing together a quick fix now and will upload it shortly. *edit*Fix Uploaded Link to comment Share on other sites More sharing options...
Irx Posted November 10, 2010 Author Share Posted November 10, 2010 How exactly did you fix it? As I stated above, I don't see any trouble in the original scripts: "Primm wimped out and accepted NCR rule. Some people will do anything to feel safe."Condition: VStoryEventPrimmSheriff == 1, which is correct, as 1 = McGee aka NCR. "Primm has a new Sheriff. That should keep the Powder Gangers away."Condition: VStoryEventPrimmSheriff > 0 and < 4 (leaves us with 1, 2 or 3) - this is correct as well, checks if Primm has any sheriff. Link to comment Share on other sites More sharing options...
PaulFromNZ Posted November 10, 2010 Share Posted November 10, 2010 How exactly did you fix it? As I stated above, I don't see any trouble in the original scripts: "Primm wimped out and accepted NCR rule. Some people will do anything to feel safe."Condition: VStoryEventPrimmSheriff == 1, which is correct, as 1 = McGee aka NCR. "Primm has a new Sheriff. That should keep the Powder Gangers away."Condition: VStoryEventPrimmSheriff > 0 and < 4 (leaves us with 1, 2 or 3) - this is correct as well, checks if Primm has any sheriff. There are 6 lines of dialogue, 3 duplicates of each of those two lines. Some check for the correct value from that variable, others don't.Additionally, I didn't realise that Primm got a Sheriff if you took the NCR route. I haven't played that quest with NCR outcome and I didn't see mention of McGee as Sheriff in the New Vegas Wiki as an option.Something else I found interesting and I need to look into further is that there are a bunch of other NPC dialogues that point to vStoryEventPrimm and will make NCR, Kahn & BoS NPC's spout lines about NCR being in charge of Primm if the value is 2. However, just been checking in-game, the value is 0 if the quest is unresolved, 1 if any Sheriff is found and 2 if the town is massacred by the player.So it seems there is a bit more fixing to do yet. Link to comment Share on other sites More sharing options...
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