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Geck Interior Cell Question


huntsman2310a

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I'm currently getting acqauinted with the almight GECK and I have a fairly complex sounding question to ask

 

How do you make it so that when a quest associated with a interior cell is completed, the interior cell takes away static items like rubble or blockages,

 

I'm starting a mod that deals with the Hidden Valley Bunkers and I want to know if say you take a quest to help the Brotherhood and when that quest is done, the Rubble in the Bunkers gets gradually taken away, this will go on until the quest line finishes.

 

Is what I'm Talking about possible and if so, how?

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You could attach a script to your quest like this:

 

SCN QuestNameSCRIPT

short bQuestComplete

BEGIN GameMode

if QuestName.bQuestComplete == 1
	yourStaticREF.Disable
	yourStaticREF.MarkForDelete
endif

END

 

Right-click > Edit the static in the Cell View to see the Reference Editor ID. If it's blank then add REF to the end. E.g.

 

Reference Editor ID: SlotMachine01REF

Base Object: SlotMachine01

 

Then on the Quest Stage or Topic that completes the quest, in Result Script:

set QuestName.bQuestComplete to 1
RewardXP 250
;etc

 

GameMode will detect that bQuestComplete has changed to 1, then disable then delete the satic.

 

I'm not sure this gets the specific cell. Maybe just give the static a unique reference name.

 

http://geck.bethsoft.com/index.php/Disable

http://geck.bethsoft.com/index.php/MarkForDelete

 

It would be better if the object was an item, because you can attach scripts to those. If so, you could maybe do this:

 

Quest Script

SCN QuestNameSCRIPT

short bQuestCompleted

 

Item Script (maybe wouldn't need the MyItemREF parts in here)

SCN MyItemSCRIPT

BEGIN GameMode

if QuestName.bQuestComplete == 1
	MyItemREF.Disable
	MyItemREF.MarkForDelete
endif

END

Edited by st4rdog
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