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How Can I Attach NPCs and Dialogue Options to Perks (Modding with GECK to Fallout: New Vegas)


jdavies345

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i am making a Zetan Follower, but i dont want the NPC to appear just anyold time, just when Wild Wastelands is active, that is the only time to see and talk to it, i know it will involve scripting and the Form ID of Wild Wastelands, but thats easy to obtain in GECK, i am also looking to attach perks to dialogue that only if you have that perk you can get that option.

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The NPC happiers only after the player has the wild wasteland perk:

 

Create a new empty cell, put your NPC inside, with his REF

Make a new quest, begin gamemode (for exemple "MyFollowerTeleportedQuest")

Make a script for that quest.

 

 

scn MyFollowerTeleportedQuestSCript

 

short bTeleported

 

 

Begin GameMode

 

 

If Player.hasperk WildWastelandperk (I'm not sure of the name of the perk, check in the geck the right name)

If bTeleported == 0

MyFollowerREF.Moveto MyXmarkerREF

Set bTeleported to 1

else

StopQuest MyFollowerTeleportedQuest

endif

endif

 

end

 

The Xmarker can be a custom or a vanilla that is not deleted by a vanilla script, place it in an interior, it's better

 

 

 

If your NPC's REF is already in the world game, this is a bit different:

In the window of the REF of your NPC, select "Initially disable"

 

Then, same as above, new same quest, and almost same script except:

 

 

short bEnable

 

Begin GameMode

 

 

If Player.hasperk WildWastelandperk (I'm not sure of the name of the perk, check in the geck the right name)

If bEnable == 0

MyFollowerREF.Enable

Set bEnable to 1

else

StopQuest MyFollowerTeleportedQuest

endif

endif

 

end

 

 

 

About the dialogues only if player has the perk:

-Add the perk as condition of the dialogue line and add the player as subject of the condition, this should R instead of S, then select the player as linked ref in the condition window.

-Add the perk in the window above the line (you'll find it)

 

 

 

If you don't understand something, let me know.

Edited by GePalladium
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The NPC happiers only after the player has the wild wasteland perk:

 

Create a new empty cell, put your NPC inside, with his REF

Make a new quest, begin gamemode (for exemple "MyFollowerTeleportedQuest")

Make a script for that quest.

 

 

scn MyFollowerTeleportedQuestSCript

 

short bTeleported

 

 

Begin GameMode

 

 

If Player.hasperk WildWastelandperk (I'm not sure of the name of the perk, check in the geck the right name)

If bTeleported == 0

MyFollowerREF.Moveto MyXmarkerREF

Set bTeleported to 1

else

StopQuest MyFollowerTeleportedQuest

endif

endif

 

end

 

The Xmarker can be a custom or a vanilla that is not deleted by a vanilla script, place it in an interior, it's better

 

 

 

If your NPC's REF is already in the world game, this is a bit different:

In the window of the REF of your NPC, select "Initially disable"

 

Then, same as above, new same quest, and almost same script except:

 

 

short bEnable

 

Begin GameMode

 

 

If Player.hasperk WildWastelandperk (I'm not sure of the name of the perk, check in the geck the right name)

If bEnable == 0

MyFollowerREF.Enable

Set bEnable to 1

else

StopQuest MyFollowerTeleportedQuest

endif

endif

 

end

 

 

 

About the dialogues only if player has the perk:

-Add the perk as condition of the dialogue line and add the player as subject of the condition, this should R instead of S, then select the player as linked ref in the condition window.

-Add the perk in the window above the line (you'll find it)

 

 

 

If you don't understand something, let me know.

wow uh....thanks! that will help alot :laugh:

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The NPC happiers only after the player has the wild wasteland perk:

 

If your NPC's REF is already in the world game, this is a bit different:

In the window of the REF of your NPC, select "Initially disable"

 

Then, same as above, new same quest, and almost same script except:

 

 

short bEnable

 

Begin GameMode

 

 

If Player.hasperk WildWastelandperk (I'm not sure of the name of the perk, check in the geck the right name)

If bEnable == 0

MyFollowerREF.Enable

Set bEnable to 1

else

StopQuest MyFollowerTeleportedQuest

endif

endif

 

end

i cant seem to get the script to finalize (AKA save)

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let the script as it is. The else is fine where it is ^^

Edit: I think, the best is to copy past your script here.

copy a script: ctrl C

past: ctrl V

ok, here is what i typed in, now i'll add the else in the script

 

heres what made it save:

 

scn ***TeleportedQuestScript
short bEnable
Begin GameMode
If Player.hasperk WildWasteland
If bEnable == 0
***REF.Enable
Set bEnable to 1
EndIf
EndIf
End
and heres the thing with Else after coding it in
scn ***TeleportedQuestScript
short bEnable
Begin GameMode
If Player.hasperk WildWasteland
If bEnable == 0
***REF.Enable
Set bEnable to 1
Else
StopQuest ***TeleportedQuest
EndIf
EndIf
End
the *** is the COM (Companion) as it's Named COM***
the part i think that doesnt work is why do i have to put REF in? that could be why the Script is not making the companion appearing when WildWasteland is on and the notification working as well (when i check the Usually Disabled in the world REF)
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Well I don't know... the name of the quest may be wrong...As I said, use the geck power pu to launch your geck, that way, you'll know why you can't save the script the way I wrote it because you need to stop that quest!

 

The GECK 14 PowerUp http://www.nexusmods.com/newvegas/mods/41642/? :

This is a necessary tool for someone who writes scripts...and it help users who are agry to help you. No time wasted searching for a script mistake: the geck pu give it to you immediatly.

Edited by GePalladium
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