MashpitSquared Posted May 11, 2015 Share Posted May 11, 2015 I was doing the Wasteland Survival Guide quest, and I have the Robco Facility quest as the last objective for the quest. However, when I go up to the mainframe, I'm presented with the options to activate the mainframe or hack (auto) the mainframe (as is normally done, in FWE), without the option to install the widget. I would like to avoid having to completely redo the wasteland survival guide. Is there a way to either reset the mainframe or reset the Robco Facility portion of the quest? From what I can tell from digging around in the quest scripts, this is caused by a variable in one of the scripts referenced by the quest being set to an incorrect value - is there a way to change a variable through the console using the bat command?This is the script that I think is causing the problem: scn MS03RobCoMainframeTerminalScript short MainframeInteract ;Has the player interacted with the mainframe? 0 = no, 1 = yes short Button ;What button did they choose on the message? 0 = "leave it alone", 1 = "place the observer" short MainframeTerminalActive ;Has player placed the Telemetry Unit? 0 = no, 1 = yes ;Settings short AgainstRobots ;is the RobCoRobots faction an enemy of itself? 0 = no (ally), 1 = yes short AgainstPests ;is the RobCoRobots faction an enemy of RobCoPests? 0 = no (neutral), 1 = yes short AgainstPlayer ;is the RobCoRobots faction an enemy of PlayerFaction? 0 = no (ally), 1 = yes BEGIN OnActivate if IsActionRef player == 1 if (MainframeTerminalActive == 1) Activate ;player has already installed Telemetry Unit, show the terminal elseif (MS03.MS03c2 == 1 && player.getItemCount MS03TelemetryUnit >= 1) ;show the option messagebox ShowMessage MS03MainframeChangeMsg Set MainframeInteract to 1 else ;Show an unusable message ShowMessage MS03MainframeBrokenMsg endif endif END BEGIN GameMode if (MainframeInteract == 1) set button to GetButtonPressed if button > -1 set MainframeInteract to 0 if (button == 0) ShowMessage MS03MainframeChange0Msg elseif (button == 1) player.RemoveItem MS03TelemetryUnit 1 ShowMessage MS03MainframeChange1Msg ;Set faction numbers set AgainstPlayer to 1 ;Activate the terminal and light up the room set MainframeTerminalActive to 1 playgroup forward 1 RobcoMainFrameMist01.enable RobcoMainFrameMist02.enable RobcoMainFrameMist03.enable RobcoMainFrameMist04.enable RobcoMainFrameLight01.enable RobcoMainFrameLight02.enable RobcoMainFrameLight03.enable RobcoMainFrameLight04.enable RobcoMainFrameLightSource01.enable RobcoMainFrameLightSource02.enable RobcoMainFrameLightSource03.enable RobcoMainFrameLightSource04.enable RobcoMainFrameLightSource05.enable RobcoMainFrameLightSource06.enable RobcoMainFrameLightSource07.enable RobcoMainFrameLightSource08.enable RobcoMainFrameLightSource09.enable RobcoMainFrameLightSource10.enable RobcoMainFrameLightSource11.enable RobcoMainFrameLightSource12.enable playSound AMBElevatorMonumentPowerUp ;set robots to active AI, but not allied with the player Robco01EmployeeA.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeB.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeC.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeD.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeE.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeF.activate MS03RobCoMasterTerminalREF 1 Robco01EmployeeG.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeA.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeB.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeC.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeD.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeE.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeF.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeG.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeH.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeI.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeJ.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeK.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeL.activate MS03RobCoMasterTerminalREF 1 Robco02EmployeeM.activate MS03RobCoMasterTerminalREF 1 Robco01TurretA.activate MS03RobCoMasterTerminalREF 1 Robco01TurretB.activate MS03RobCoMasterTerminalREF 1 Robco01TurretC.activate MS03RobCoMasterTerminalREF 1 Robco02TurretA.activate MS03RobCoMasterTerminalREF 1 Robco02TurretB.activate MS03RobCoMasterTerminalREF 1 Robco02TurretC.activate MS03RobCoMasterTerminalREF 1 Robco02TurretD.activate MS03RobCoMasterTerminalREF 1 ;Progress quest SetObjectiveCompleted MS03 80 1 SetObjectiveDisplayed MS03 84 1 SetObjectiveDisplayed MS03 88 1 Set MS03.MS03c2 to 2 endif endif endif if (MainFrameTerminalActive == 1) if (isAnimPlaying == 0) playgroup backward 2 endif endif END The script's ID is 0005A707. Here are my mods: GameMode=Fallout3Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1StreetLights.esm=1DCInteriors_ComboEdition.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1dD - Enhanced Blood Main.esp=1BetterGamePerformance.esp=1RCmarketNoFire.esp=1RC Stairwell fix.esp=1FogRemover.esp=1CASM.esp=1megalight.esp=101LessRudeCompanionFiringdialogue.esp=1Overhead3PCamera.esp=1DogmeatWhistlev2.esp=1KillableChildren.esp=1Tenpenny Tower Alternate Endings.esp=1RadioTenpenny.esp=1RealFragGrenade3.esp=1GNR Enhanced.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1FO3 Wanderers Edition - Project Beauty.esp=1FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp=1WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - DC Interiors.esp=1Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Zones Respawn.esp=1Mart's Mutant Mod - Master Menu Module.esp=1Mart's Mutant Mod - FWE Master Release.esp=1Mart's Mutant Mod - FWE Master Release + DLCs.esp=1Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=1Mart's Mutant Mod - Project Beauty.esp=1Fellout-Full.esp=1FollowersPack.esp=1TiesThatBind.esp=1RemoteControlCompanionsPlus.esp=1Commandheadsetrename.esp=1MergedPatch.esp=1 Link to comment Share on other sites More sharing options...
Recommended Posts