Machienzo Posted December 3, 2010 Share Posted December 3, 2010 (edited) Simple mod, but I don't know how to implement it. What I want is a mod that gets Black mountain radio to broadcast everywhere. I know there's already a mod like that, but what I would like is something different. You know those four consoles just outside the broadcast building that move the satellite dishes? I want a script that, when you activate all four of them, broadcasts BMR across all of the wasteland. I've checked how this was done in Fallout 3 with GNR, and it works by making two radio stations. One with the radius broadcast and the other with the entire world broadcast. A script then works which switches the two. Here is the GNR one for reference. That last paragraph is the coding for changing the radio stations. scn MQ02RelayBeforeScript ;This does a whole mess of stuff after the Player brings the Virgo II dish from the Museum of Tech to the Relay ;The dish is remvoved from Player's inventory and added to the Relay ;The Relay and Control Panel plays an animation ;GNR instantly widens its broadcast diameter short Button short GoRelay begin OnActivate if ( RadioGalaxyNewsQuest.ThreeDogDead == 0 ) if ( GoRelay < 2 ) ShowMessage MQ02RelayBeforeMessage Set GoRelay to 1 elseif ( GoRelay == 2 ) ShowMessage MQ02RelayAfterMessage endif elseif ( RadioGalaxyNewsQuest.ThreeDogDead == 1 ) ;do nothing endif end begin gamemode Set Button to GetButtonPressed if ( Button == 0 ) && ( GoRelay == 1 ) Playsound QSTRelayFix Player.RemoveItem MQ02VirgoIIDish 1 MQ02DishDoneRef.Enable RadioGalaxyNewsRef02.Enable PipboyRadio tune RadioGalaxyNewsRef02 RadioGalaxyNewsRef01.Disable RadioGalaxyNewsRef02.StartRadioConversation RewardKarma 200 set GNRDishDone to 1 SetStage MQ02 50 MQ02RelayWithoutDish.playgroup backward 1 MonumentOsc.playgroup forward 1 Set GoRelay to 2 endif end And here is the coding for the 4 radio satellite switches. scn BMRadioControlPanelScript int DoOnce ref ThisRef ref ActivatingActor begin OnActivate set ThisRef to GetSelf set ActivatingActor to GetActionREF if ActivatingActor.GetIsReference player ; For dishes 1, 2, & 4, run their animation if ThisRef.GetIsReference BMDishControlPanel01REF && DoOnce == 0 BMDishControlPanel01REF.PlayGroup Left 1 BMDish01REF.PlayGroup Forward 1 BMDishControlPanel01REF.SetDestroyed 1 set DoOnce to 1 elseif ThisRef.GetIsReference BMDishControlPanel02REF && DoOnce == 0 BMDishControlPanel02REF.PlayGroup Left 1 BMDish02REF.PlayGroup Forward 1 BMDishControlPanel02REF.SetDestroyed 1 set DoOnce to 1 elseif ThisRef.GetIsReference BMDishControlPanel03REF && DoOnce == 0 BMDishControlPanel03REF.PlayGroup Left 1 BMDish03aREF.PlayGroup Forward 1 BMDishControlPanel03REF.SetDestroyed 1 set DoOnce to 1 elseif ThisRef.GetIsReference BMDishControlPanel04REF && DoOnce == 0 BMDishControlPanel04REF.PlayGroup Left 1 BMDish04REF.PlayGroup Forward 1 BMDishControlPanel04REF.SetDestroyed 1 set DoOnce to 1 endif endif end I also would like for an option within Tabitha's broadcasting room, to go to one of those consoles, and with 50 science skill, have the option to turn the broadcast back on (claiming that searching through the radio station's mainframe found a recording of all of Tabitha's broadcasts). Enabling this sets the broadcast of the station back to 1. Of course, if the sattelites have already enabled the 'second' radio station, it will broadcast that instead. Edited December 3, 2010 by Machienzo Link to comment Share on other sites More sharing options...
Machienzo Posted December 4, 2010 Author Share Posted December 4, 2010 Anyone please? Link to comment Share on other sites More sharing options...
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