Mareus81 Posted May 3, 2011 Share Posted May 3, 2011 Hey to everyone. I am new to modding and I have just finished my first few mods. I will publish them after thoroughly testing them, since I am perfectionist and I hate bugs. Unfortunately, one of my mods seems to have a problem and since I am new to modding (only 2 weeks in), I don't know how to fix the problem even after trying everything I can think of in the last few days. So, can someone please take a look at my script and suggest a quick fix. ModDialog tweaks and some other things:Description: The default dialog in Fallout 3 is totally broken with "unnecessary down the throat tough guy attitude" options, broken dialog trees where certain options appear before they should appear, answers and questions that don't make any sense, writing mistakes etc. I found another mod that tried to fix this on Nexus, but it is buggy and that's why I decided to fix the shitty dialog in Fallout 3 myself. Another thing I tried to do is make the dialogs more compatible with some mods that people use and are very popular here on Nexus. Like Deadly Radiation and Radiation Revamp, which makes radiation much deadlier. For example, when you use the mentioned mods, your radiation sickness can start already at 50, and in the default dialog Moira says that you need to contract 200 points to get basic sickness for her quest - I fixed the dialog so that she doesn't say how much points you have to get for sickness, which makes the whole dialog less game breaking when using the mentioned mods. Another thing that I hate in the game is RockIt Launcher, since it's incredibly retarded to go around killing people with a weapon that shoots teddy bears. That's why I decided to remove the whole weapon from the game and now Moira doesn't even mention it anymore. I hated Moira's character in the game. She is ... I don't know... weird. So I toned down her crazy remarks a bit, gave her 100 repair skill and I dressed her into leather armor, everything, just to tone down her "weird attitude". She is still crazy as they get, just not so much as in default Fallout 3. PS. The mod is still not finished, since I am changing the dialogs as I play the game. Problem at hand:Because I removed RockIt Launcher completely from the game, I can't use the workbench anymore. I don't know what is the problem. I tried even changing the workbench script, but the only thing that helps is unchecking the mod before using the workbench. I know that there was probably a more elegant way to remove the weapon and the schematics from the game, but since I am new to modding (only been doing it for 2 weeks), I just deleted the weapon and the schematics from my esp, modified the workbench script and I was sure it would work. Later it occurred to me that I could have just deleted the schematics from inventories, but a little too late and now I am screwed. I already changed hundreds of dialog options, and I don't want to redo the whole thing. Please help. Modified workbench script is below. As you see, RockIt Launcher is not even mentioned anywhere anymore. scn SchematicsWorkbenchScript ;workbench to create customized weapons; 1. Which schematics does the player have? Display as buttons.; 2. If has items needed to create, do it; otherwise display "error" message short HasItemsshort Button short item1short item2short item3short item4 float weaponCondition ; calculate what condition the weapon is at when created ; how many of these weapons has the player made? ;short countBottlecap;short countDartGun;short countDeathclaw;short countNuka;short countRailway;short countShishkebab Begin OnActivate if IsActionRef player == 1 ; display message box of possible weapons set HasItems to 0 if GetHasNote SchematicsBottlecapMineNote == 1 || GetHasNote SchematicsDartGunNote == 1 || GetHasNote SchematicsDeathclawGauntletNote == 1 set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote == 1 || GetHasNote SchematicsRailwayRifleNote == 1 || GetHasNote SchematicsShishkebabNote == 1 set HasItems to 1 endif if GetHasNote SchematicsBottlecapMineNote10 == 1 || GetHasNote SchematicsDartGunNote10 == 1 || GetHasNote SchematicsDeathclawGauntletNote10 == 1 set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote10 == 1 || GetHasNote SchematicsRailwayRifleNote10 == 1 || GetHasNote SchematicsShishkebabNote10 == 1 set HasItems to 1 endif if GetHasNote SchematicsBottlecapMineNote20 == 1 || GetHasNote SchematicsDartGunNote20 == 1 || GetHasNote SchematicsDeathclawGauntletNote20 == 1 || set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote20 == 1 || GetHasNote SchematicsRailwayRifleNote20 == 1 || GetHasNote SchematicsShishkebabNote20 == 1 set HasItems to 1 endif if HasItems == 1 ShowMessage SchematicsWorkbenchMsg else ShowMessage SchematicsWorkbenchNoneMsg endif endif End Begin GameMode set Button to GetButtonPressed if ( Button >0 ) ; base condition is just repair skill set weaponCondition to (player.getav Repair)/100 if button == 1 ; bottlecap mine ; 1. check for schematics if GetHasNote SchematicsBottlecapMineNote == 0 && GetHasNote SchematicsBottlecapMineNote10 == 0 && GetHasNote SchematicsBottlecapMineNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount LunchBox > 0 ) && ( player.GetItemCount CherryBomb > 0 ) && ( player.GetItemCount SensorModule > 0 ) && ( player.GetItemCount Caps001 >= 10 ) ; 3. make it ShowMessage SchematicsWorkbenchSuccessBottlecapMsg player.RemoveItem LunchBox 1 1 player.RemoveItem CherryBomb 1 1 player.RemoveItem SensorModule 1 1 player.RemoveItem Caps001 10 1 ; Mines and Grenades are always 100% if player.gethasNote SchematicsBottlecapMineNote player.AddItemHealthPercent WeapMineBottlecap 1 100 elseif player.gethasNote SchematicsBottlecapMineNote10 player.AddItemHealthPercent WeapMineBottlecap 2 100 elseif player.gethasNote SchematicsBottlecapMineNote20 player.AddItemHealthPercent WeapMineBottlecap 3 100 endif PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countBottlecap to countBottlecap + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount LunchBox set item2 to player.GetItemCount CherryBomb set item3 to player.GetItemCount SensorModule set item4 to player.GetItemCount Caps001 ShowMessage SchematicsWorkbenchFailureBottlecapMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 2 ; dart gun ; 1. check for schematics if GetHasNote SchematicsDartGunNote == 0 && GetHasNote SchematicsDartGunNote10 == 0 && GetHasNote SchematicsDartGunNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ;2. check for components if ( player.GetItemCount PaintGun > 0 ) && ( player.GetItemCount RadscorpionPoisonGland > 0 ) && ( player.GetItemCount ToyCar > 0 ) && ( player.GetItemCount SurgicalTubing > 0 ) ;3. make it ;message "Dart Gun created." ShowMessage SchematicsWorkbenchSuccessDartGunMsg player.RemoveItem PaintGun 1 1 player.RemoveItem RadscorpionPoisonGland 1 1 player.RemoveItem ToyCar 1 1 player.RemoveItem SurgicalTubing 1 1 ; calculate condition set weaponCondition to (weaponCondition * countDartGunBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapDartGun 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countDartgun to countDartgun + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ;failure message set item1 to player.GetItemCount PaintGun set item2 to player.GetItemCount RadscorpionPoisonGland set item3 to player.GetItemCount ToyCar set item4 to player.GetItemCount SurgicalTubing ShowMessage SchematicsWorkbenchFailureDartGunMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 3 ; deathclaw gauntlet ; 1. check for schematics if GetHasNote SchematicsDeathclawGauntletNote == 0 && GetHasNote SchematicsDeathclawGauntletNote10 == 0 && GetHasNote SchematicsDeathclawGauntletNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount WonderGlue > 0 ) && ( player.GetItemCount DeathclawHand > 0 ) && ( player.GetItemCount LeatherBelt > 0 ) && ( player.GetItemCount MedicalBrace > 0 ) ; 3. make it ;message "Deathclaw Gauntlet created." ShowMessage SchematicsWorkbenchSuccessDeathclawMsg player.RemoveItem WonderGlue 1 1 player.RemoveItem DeathclawHand 1 1 player.RemoveItem LeatherBelt 1 1 player.RemoveItem MedicalBrace 1 1 ; calculate condition set weaponCondition to (weaponCondition * countDeathclawBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapDeathclawGauntlet 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countDeathclaw to countDeathclaw + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount WonderGlue set item2 to player.GetItemCount DeathclawHand set item3 to player.GetItemCount LeatherBelt set item4 to player.GetItemCount MedicalBrace ShowMessage SchematicsWorkbenchFailureDeathclawMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 4 ; nuka grenade ; 1. check for schematics if GetHasNote SchematicsNukaCocktailNote == 0 && GetHasNote SchematicsNukaCocktailNote10 == 0 && GetHasNote SchematicsNukaCocktailNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount MS05NukaColaQtm > 0 ) && ( player.GetItemCount TinCan01 > 0 ) && ( player.GetItemCount Turpentine > 0 ) && ( player.GetItemCount AbraxoCleaner > 0 ) ; 3. make it ;message "Nuka Cocktail created." ShowMessage SchematicsWorkbenchSuccessNukaCocktailMsg player.RemoveItem MS05NukaColaQtm 1 1 player.RemoveItem TinCan01 1 1 player.RemoveItem Turpentine 1 1 player.RemoveItem AbraxoCleaner 1 1 ; Mines and Grenades are always 100% if player.gethasNote SchematicsNukaCocktailNote player.AddItemHealthPercent WeapNukaCocktail 1 100 elseif player.gethasNote SchematicsNukaCocktailNote10 player.AddItemHealthPercent WeapNukaCocktail 2 100 elseif player.gethasNote SchematicsNukaCocktailNote20 player.AddItemHealthPercent WeapNukaCocktail 3 100 endif PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countNuka to countNuka + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount MS05NukaColaQtm set item2 to player.GetItemCount TinCan01 set item3 to player.GetItemCount Turpentine set item4 to player.GetItemCount AbraxoCleaner ShowMessage SchematicsWorkbenchFailureNukaCocktailMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 5 ; railway rifle ; 1. check for schematics if GetHasNote SchematicsRailwayRifleNote == 0 && GetHasNote SchematicsRailwayRifleNote10 == 0 && GetHasNote SchematicsRailwayRifleNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount Crutch > 0 ) && ( player.GetItemCount SteamGaugeAssembly > 0 ) && ( player.GetItemCount FissionBattery > 0 ) && ( player.GetItemCount PressureCooker > 0 ) ; 3. make it ;message "Railway Rifle created." ShowMessage SchematicsWorkbenchSuccessRailwayRifleMsg player.RemoveItem Crutch 1 1 player.RemoveItem SteamGaugeAssembly 1 1 player.RemoveItem FissionBattery 1 1 player.RemoveItem PressureCooker 1 1 ; calculate condition set weaponCondition to (weaponCondition * countRailwayBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapRailwayRifle 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countRailway to countRailway + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount Crutch set item2 to player.GetItemCount SteamGaugeAssembly set item3 to player.GetItemCount FissionBattery set item4 to player.GetItemCount PressureCooker ShowMessage SchematicsWorkbenchFailureRailwayRifleMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 6 ; Shishkebab ; 1. check for schematics if GetHasNote SchematicsShishkebabNote == 0 && GetHasNote SchematicsShishkebabNote10 == 0 && GetHasNote SchematicsShishkebabNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount MotorcycleGasTank > 0 ) && ( player.GetItemCount PilotLight > 0 ) && ( player.GetItemCount LawnmowerBlade > 0 ) && ( player.GetItemCount MotorcycleHandbrake > 0 ) ; 3. make it ;message "Shishkebab created." ShowMessage SchematicsWorkbenchSuccessShishkebabMsg player.RemoveItem MotorcycleGasTank 1 1 player.RemoveItem PilotLight 1 1 player.RemoveItem LawnmowerBlade 1 1 player.RemoveItem MotorcycleHandBrake 1 1 ; calculate condition set weaponCondition to (weaponCondition * countShishkebabBonus ) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapShishkebab 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countShishkebab to countShishkebab + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount MotorcycleGasTank set item2 to player.GetItemCount PilotLight set item3 to player.GetItemCount LawnmowerBlade set item4 to player.GetItemCount MotorcycleHandbrake ShowMessage SchematicsWorkbenchFailureShishkebabMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif endif endif End Link to comment Share on other sites More sharing options...
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