omega549 Posted February 25, 2011 Share Posted February 25, 2011 I recently uploaded a file to the nexus, http://newvegasnexus.com/downloads/file.php?id=40515, it modifies the lucky 38, adding levels, udpating the lighting, making it into a comfortable home. I would like to know how to modify the scripts of the elevator to add more floors, or if someone would like to help me do it. I am currently looking for collaborators to help finish the mod. I can easily make the levels and design them but i need help scripting. If you know how to alter the scripts, or would like to become involved with the mod let me know. It wont require much work outside of actually implementing the scripts, i can do all the rest (floor layouts, general stuff). If you have ideals for quests, want to test things, or just would like to develop features i would be happy to collaborate. anything or any ideal is welcome. so if you are interested just respond to this post, make inquires about what you can do. Anything at all is welcome. Im not picky about how it gets done, so you could do all this independent of my supervision if you like to work alone but still want to be involved. Link to comment Share on other sites More sharing options...
GrindedStone Posted February 26, 2011 Share Posted February 26, 2011 (edited) It's a script an a menu, which I think the menu is actually in dialog, don't quite remember. What I mean is that you would have to edit the menu, add in buttons for the extra rooms an floors. Vanilla Script is below, Writers notes in red. Notes are the largest part of learning how to script. We call that reverce engineering down here in the Dirty South. The notes don't actually control anything they are just a guide of how the commands work. Usually it's a ; after a command then they blab on about what this command does. We hope they do anyway. This isn't a good example of script notes. The numbers are dates those parts were added in. Normally we don't see that it's more like ;This line does this But it is a good example of teaching you how to view a script somewhat. You would have to edit the menu where ever that is so that it has more buttons, then you would have to edit this script so that it adds the commands for buttons 6 7 8 9 or whatever. Then save that. Then save the mod. Then test it. I kind of think I would just build stair cases or put in doors to the areas you can already get to, or a fire escape on the back of the building. Idk I just think it's cooler than the fast travel elevator. But you see down in the script it's a basic command of teleport player then play this elevator sound. kind of takes the pp out of it huh? scn Lucky38ElevatorDoorScript int Button ref ThisElevatorDoor begin OnActivate Set ThisElevatorDoor to GetSelf if IsActionRef Player == 1 if (getStage vdialoguelucky38entrance == 10) || (getStage vdialoguelucky38entrance == 15) || (GetStageDone VMQ02 10) || (ThisElevatorDoor == Lucky38LoungeElevatorDoorREF) ; Added condition "(getStage vdialoguelucky38entrance == 15)" for quest "VMQHouseLockdown" -ETB showmessage Lucky38ElevatorMessage else ;Activate endif else Activate endifend begin GameMode set Button to GetButtonPressed if Button == 5 ; Button 5 = "Basement" Set VMQHouse1.bOnLoungeFloor to 0 ; (8_11_10) To filter out Cocktail Loungein "Lucky38ElevatorMessage" -ETB Set VMQHouse1.bOnPenthouseFloor to 0 ; (8_11_10) To filter out the Penthouse in "Lucky38ElevatorMessage" -ETB player.MoveTo Lucky38BasementMarker playsound DRSElevatorHotelOpen set VFreeformLucky38.bElevatorTeleport to 1 elseif Button == 4 ; Button 4 = "Casino" Set VMQHouse1.bOnLoungeFloor to 0 ; (8_11_10) To filter out Cocktail Lounge in "Lucky38ElevatorMessage" -ETB Set VMQHouse1.bOnPenthouseFloor to 0 ; (8_11_10) To filter out the Penthouse in "Lucky38ElevatorMessage" -ETB player.MoveTo Lucky38CasinoFloorMarker playsound DRSElevatorHotelOpen set VFreeformLucky38.bElevatorTeleport to 1 elseif Button == 3 ; Button 3 = "Presidential Suite" (aka "High-Roller Suite") Set VMQHouse1.bOnLoungeFloor to 0 ; (8_11_10) To filter out Cocktail Lounge in "Lucky38ElevatorMessage" -ETB Set VMQHouse1.bOnPenthouseFloor to 0 ; (8_11_10) To filter out the Penthouse in "Lucky38ElevatorMessage" -ETB player.MoveTo Lucky38SuiteMarker playsound DRSElevatorHotelOpen set VFreeformLucky38.bElevatorTeleport to 1 elseif Button == 2 ; Button 2 = "Cocktail Lounge" Set VMQHouse1.bOnLoungeFloor to 1 ; (8_11_10) To filter out Cocktail Lounge in "Lucky38ElevatorMessage" -ETB Set VMQHouse1.bOnPenthouseFloor to 0 ; (8_11_10) To filter out the Penthouse in "Lucky38ElevatorMessage" -ETB; ----------------- Make Followers Wait! ----------------- \/ ; (Added 8_3_10) To keep the Followers from traveling to the Penthouse/Lounge. -ETB if (VNPCFollowers.bBooneHired && CraigBooneREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set CraigBooneREF.Waiting to 1; CraigBooneREF.evp elseif (VNPCFollowers.bCassHired && RoseofSharonCassidyREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RoseofSharonCassidyREF.Waiting to 1; RoseofSharonCassidyREF.evp elseif (VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set VeronicaREF.Waiting to 1; VeronicaREF.evp elseif (VNPCFollowers.bLilyHired && LilyREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set LilyREF.Waiting to 1; LilyREF.evp elseif (VNPCFollowers.RaulHired && RaulREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RaulREF.Waiting to 1; RaulREF.evp elseif (VNPCFollowers.ArcadeHired && ArcadeREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set ArcadeREF.Waiting to 1 ArcadeREF.evp endif if (VNPCFollowers.bEDEHired && (EDE1REF.Waiting != 1 || EDE2REF.Waiting != 1 || EDE3REF.Waiting != 1)) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set EDE1REF.Waiting to 1; set EDE2REF.Waiting to 1; set EDE3REF.Waiting to 1; EDE1REF.evp EDE2REF.evp EDE3REF.evp elseif (VNPCFollowers.RexHired && RexREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RexREF.Waiting to 1; RexREF.evp endif ; ----------------------------------------------------------------------- /\ player.MoveTo Lucky38CocktailMarker playsound DRSElevatorHotelOpen set VFreeformLucky38.bElevatorTeleport to 1 elseif Button == 1 ; Button 1 = "Penthouse" Set VMQHouse1.bOnLoungeFloor to 0 ; (8_11_10) To filter out Cocktail Lounge in "Lucky38ElevatorMessage" -ETB Set VMQHouse1.bOnPenthouseFloor to 1 ; (8_11_10) To filter out the Penthouse in "Lucky38ElevatorMessage" -ETB; ----------------- Make Followers Wait! ----------------- \/ ; (Added 8_3_10) To keep the Followers from traveling to the Penthouse/Lounge. -ETB if (VNPCFollowers.bBooneHired && CraigBooneREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set CraigBooneREF.Waiting to 1; CraigBooneREF.evp elseif (VNPCFollowers.bCassHired && RoseofSharonCassidyREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RoseofSharonCassidyREF.Waiting to 1; RoseofSharonCassidyREF.evp elseif (VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set VeronicaREF.Waiting to 1; VeronicaREF.evp elseif (VNPCFollowers.bLilyHired && LilyREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set LilyREF.Waiting to 1; LilyREF.evp elseif (VNPCFollowers.RaulHired && RaulREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RaulREF.Waiting to 1; RaulREF.evp elseif (VNPCFollowers.ArcadeHired && ArcadeREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set ArcadeREF.Waiting to 1 ArcadeREF.evp endif if (VNPCFollowers.bEDEHired && (EDE1REF.Waiting != 1 || EDE2REF.Waiting != 1 || EDE3REF.Waiting != 1)) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set EDE1REF.Waiting to 1; set EDE2REF.Waiting to 1; set EDE3REF.Waiting to 1; EDE1REF.evp EDE2REF.evp EDE3REF.evp elseif (VNPCFollowers.RexHired && RexREF.Waiting != 1) set VNPCFollowers.fFollowerWaitingLeaveDay to (GameDaysPassed + FollowerWaitTime) set RexREF.Waiting to 1; RexREF.evp endif ; ----------------------------------------------------------------------- /\ player.MoveTo Lucky38PenthouseMarker playsound DRSElevatorHotelOpen set VFreeformLucky38.bElevatorTeleport to 1 endifend Edited February 26, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
davidlallen Posted February 26, 2011 Share Posted February 26, 2011 Please use [ code ] tags so the indentation is not lost. Also for a long post, it may be helpful to use [ spoiler ] tags. Link to comment Share on other sites More sharing options...
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