fredje323 Posted May 12, 2015 Share Posted May 12, 2015 Does anyone know how to activate the Commissary terminal in Fallout New Vegas?I'm trying to make a mod where I put it in the Sink, but everytime it says I need an eyebot to active it.How do I activate it without EDE (since he can't come into the Sink)? Link to comment Share on other sites More sharing options...
Dawnx2 Posted May 12, 2015 Share Posted May 12, 2015 Change the section thats underlined from 1 to 2. BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rSelf to GetSelf; ShowMessage NVDLC04EDECommissaryLockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIf Link to comment Share on other sites More sharing options...
fredje323 Posted May 12, 2015 Author Share Posted May 12, 2015 (edited) Thank you, but I think I did something wrong, cause it still doesn't work. Edited May 12, 2015 by fredje323 Link to comment Share on other sites More sharing options...
fredje323 Posted May 12, 2015 Author Share Posted May 12, 2015 (edited) Change the section thats underlined from 1 to 2. BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rSelf to GetSelf; ShowMessage NVDLC04EDECommissaryLockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIfThank you, but it didn't work. What else could it be? Edited May 12, 2015 by fredje323 Link to comment Share on other sites More sharing options...
Dawnx2 Posted May 12, 2015 Share Posted May 12, 2015 (edited) It's still saying you need an eyebot? Edit: Next underlined part change that one also. x.x BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef;; ShowMessage NVDLC04EDECommissaryUnlockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIf Edited May 12, 2015 by Dawnx2 Link to comment Share on other sites More sharing options...
fredje323 Posted May 12, 2015 Author Share Posted May 12, 2015 (edited) It's still saying you need an eyebot? Edit: Next underlined part change that one also. x.x BEGIN OnActivate If (IsActionREF Player == 1) && (bUnlocked == 0) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef;; ShowMessage NVDLC04EDECommissaryUnlockedMSG; ElseIf (IsActionREF Player == 1) && (bUnlocked == 1) Set nDisplay to 2; Set rLinkedRef to GetLinkedRef; ShowMessage NVDLC04EDECommissaryUnlockedMSG; EndIfNow it gives me the accesed ( no more eyebots needed) message, but if I want to enter the vendor menu or the repair menu I just get kicked out, back to walking around, I still can't buy anything. But thanks for this part already. Edited May 12, 2015 by fredje323 Link to comment Share on other sites More sharing options...
Dawnx2 Posted May 12, 2015 Share Posted May 12, 2015 Did you link it to a vendor? Link to comment Share on other sites More sharing options...
fredje323 Posted May 12, 2015 Author Share Posted May 12, 2015 Did you link it to a vendor?How can I do that? (this is my first mod :confused: ) Link to comment Share on other sites More sharing options...
Dawnx2 Posted May 12, 2015 Share Posted May 12, 2015 (edited) http://geck.bethsoft.com/index.php?title=Creating_a_new_vendor For the commissary you'll need to make a NPC skip the first instruction follow the 2nd, and 13 skip 3-12 and you'll need to copy a cell place the NPC in it with the vendor chest and put this script on the NPC: SCN; Script to activate barter menu from Commissary terminals; TLS 03/21/2011BEGIN OnActivate If (IsActionRef Player == 1) ShowBarterMenu; EndIfEND You'll need to use linked ref to link the commissary to the NPC and then use mechant container to link the NPC to the vendor chest which needs to be set to Persistant Ref. Edit: Also the underlined references need to be changed to reference the vendor chest and this section is in the commissary script. ; Reset Caps if the get to High. set nNumCapsVendor to VendorContainer.getitemcount caps001 set nNumCapsRepair to rLinkedRef.getitemcount caps001 If ((nNumCapsVendor + nNumCapsRepair) > 6000) || ((nNumCapsVendor + nNumCapsRepair) < 200) VendorContainer.removeitem caps001 nNumCapsVendor VendorContainer.additem caps001 6000 rLinkedRef.removeitem caps001 nNumCapsRepair EndIf Edited May 12, 2015 by Dawnx2 Link to comment Share on other sites More sharing options...
fredje323 Posted May 12, 2015 Author Share Posted May 12, 2015 http://geck.bethsoft.com/index.php?title=Creating_a_new_vendor For the commissary you'll need to make a NPC skip the first instruction follow the 2nd, and 13 skip 3-12 and you'll need to copy a cell place the NPC in it with the vendor chest and put this script on the NPC: SCN ; Script to activate barter menu from Commissary terminals; TLS 03/21/2011 BEGIN OnActivate If (IsActionRef Player == 1) ShowBarterMenu; EndIf END You'll need to use linked ref to link the commissary to the NPC and then use mechant container to link the NPC to the vendor chest which needs to be set to Persistant Ref. Edit: Also the underlined references need to be changed to reference the vendor chest and this section is in the commissary script. ; Reset Caps if the get to High. set nNumCapsVendor to VendorContainer.getitemcount caps001 set nNumCapsRepair to rLinkedRef.getitemcount caps001 If ((nNumCapsVendor + nNumCapsRepair) > 6000) || ((nNumCapsVendor + nNumCapsRepair) < 200) VendorContainer.removeitem caps001 nNumCapsVendor VendorContainer.additem caps001 6000 rLinkedRef.removeitem caps001 nNumCapsRepair EndIfThank you, but how do I create the Script? Link to comment Share on other sites More sharing options...
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