jdavies345 Posted October 4, 2015 Share Posted October 4, 2015 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. Link to comment Share on other sites More sharing options...
GePalladium Posted October 4, 2015 Share Posted October 4, 2015 (edited) The NPC happiers only after the player has the wild wasteland perk: Create a new empty cell, put your NPC inside, with his REFMake 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 endifendif 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 endifendif 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 October 4, 2015 by GePalladium Link to comment Share on other sites More sharing options...
jdavies345 Posted October 4, 2015 Author Share Posted October 4, 2015 The NPC happiers only after the player has the wild wasteland perk: Create a new empty cell, put your NPC inside, with his REFMake 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 endifendif 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 endifendif 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: Link to comment Share on other sites More sharing options...
jdavies345 Posted October 5, 2015 Author Share Posted October 5, 2015 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 endifendif endi cant seem to get the script to finalize (AKA save) Link to comment Share on other sites More sharing options...
jdavies345 Posted October 5, 2015 Author Share Posted October 5, 2015 (edited) AND nvm....finally had it to work...and you dont need the form ID....you just have to say WildWasteland (or the Form ID) Edit: well, the script wont work with Else in the picture Edited October 5, 2015 by jdavies345 Link to comment Share on other sites More sharing options...
GePalladium Posted October 5, 2015 Share Posted October 5, 2015 Geck power up, it's on Nexus. Link to comment Share on other sites More sharing options...
jdavies345 Posted October 5, 2015 Author Share Posted October 5, 2015 Geck power up, it's on Nexus.sooo add the Else with this on? Link to comment Share on other sites More sharing options...
GePalladium Posted October 5, 2015 Share Posted October 5, 2015 (edited) 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 Cpast: ctrl V Edited October 5, 2015 by GePalladium Link to comment Share on other sites More sharing options...
jdavies345 Posted October 5, 2015 Author Share Posted October 5, 2015 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 Cpast: ctrl Vok, 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 WildWastelandIf bEnable == 0***REF.EnableSet bEnable to 1EndIfEndIf End and heres the thing with Else after coding it in scn ***TeleportedQuestScript short bEnable Begin GameMode If Player.hasperk WildWastelandIf bEnable == 0***REF.EnableSet bEnable to 1ElseStopQuest ***TeleportedQuestEndIfEndIf 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) Link to comment Share on other sites More sharing options...
GePalladium Posted October 5, 2015 Share Posted October 5, 2015 (edited) 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 October 5, 2015 by GePalladium Link to comment Share on other sites More sharing options...
Recommended Posts