GnrlKitty Posted August 22, 2011 Share Posted August 22, 2011 hey i wanted to try yo copy the fireworks display outside the Sierra Madre when you activate the gala event in the Dead Money DLC, but i can't find it. Whenever i try to look at the outside of it i just see the lights and the villa but the casino doesn't show up. Where do i find it? Link to comment Share on other sites More sharing options...
Korodic Posted August 22, 2011 Share Posted August 22, 2011 (edited) Oh yeah, there was fireworks there... Your load order (in the geck) looks like this right? [X] FalloutNV.esm[X] DeadMoney.esm[X] YOURMODNAME.esp (active file) After double-checking that... Dead Money (If I'm not mistaken) is in a worldspace of its own. ... After looking... I found the fireworks sound, but not the actual fireworks. Not sure what they named it. Edited August 22, 2011 by Skibblets Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 22, 2011 Author Share Posted August 22, 2011 Oh yeah, there was fireworks there... Your load order (in the geck) looks like this right? [X] FalloutNV.esm[X] DeadMoney.esm[X] YOURMODNAME.esp (active file) After double-checking that... Dead Money (If I'm not mistaken) is in a worldspace of its own. ... After looking... I found the fireworks sound, but not the actual fireworks. Not sure what they named it.I think i found the scripting that activates the fireworks. I clicked all in the object window and typed in NVDLC01gala, and scrolled down to the end of the list and found, "NVDLC01GalaEventQuestScript" where it says: ; Handles the fireworks sequence for the opening of the Sierra Madre; AH - 10/7: Added a timer for the fireworks displayfloat fTimer ; Timer to delay the two fireworks shows, if it == -1 then the display has gone off already But if that's it, how do i just copy that and put it somewhere in game? Link to comment Share on other sites More sharing options...
Korodic Posted August 22, 2011 Share Posted August 22, 2011 that script should have references alluding to the fireworks. If you get the names of the references you might be able to find them in the cellview, where the object's in the cell are. Link to comment Share on other sites More sharing options...
Glenstorm Posted August 22, 2011 Share Posted August 22, 2011 Open the DeadMoney.esm and type in NVDLC01FW. It should list out a bunch of statics. I believe those are the firework models. Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 22, 2011 Author Share Posted August 22, 2011 Open the DeadMoney.esm and type in NVDLC01FW. It should list out a bunch of statics. I believe those are the firework models.I've seen those before but the problem is that it only says that the event is used once and the eventloop is used 6 times, which doesn't make any sense because there are definitely more than 6 fireworks that go off. Link to comment Share on other sites More sharing options...
Korodic Posted August 22, 2011 Share Posted August 22, 2011 that is probably because there are more than 6 firework-effects per single object. Like 1 object actually represents a group of the fireworks going off at once. Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 22, 2011 Author Share Posted August 22, 2011 that is probably because there are more than 6 firework-effects per single object. Like 1 object actually represents a group of the fireworks going off at once.Okay, so it seems that the fireworks are activated because of a quest script. So how would i go about copying the fireworks going off, but putting them in a different part of the game and making them activate when i active a console like you do in the actual add-on? Link to comment Share on other sites More sharing options...
Korodic Posted August 22, 2011 Share Posted August 22, 2011 [1] Find out how they "go off" As in: Are they disabled, and then enabled? Or at they using a "playgroup" function (which forces animations to occur)[2] Recreate that in a result script box on a terminal that you place down. Link to comment Share on other sites More sharing options...
GnrlKitty Posted August 22, 2011 Author Share Posted August 22, 2011 (edited) [1] Find out how they "go off" As in: Are they disabled, and then enabled? Or at they using a "playgroup" function (which forces animations to occur)[2] Recreate that in a result script box on a terminal that you place down.Like i said i don't know a whole lot about the GECK but it says: if (GetStage NVDLC01MQ02 == 50) && (fTimer != -1) if (fTimer == 0) NVDLC01FWEventREF.playgroup Right 1; NVDLC01SMSignREF.playgroup Right 1; set fTimer to 0.1; elseif (fTimer < 33.33 && fTimer > 0) set fTimer to fTimer + GetSecondsPassed; elseif (fTimer >= 33.33) NVDLC01FWEventREF.playgroup Left 0; NVDLC01FWEventLoop01Ref.enable; NVDLC01FWEventLoop02Ref.enable; NVDLC01FWEventLoop03Ref.enable; NVDLC01FWEventLoop04Ref.enable; NVDLC01FWEventLoop05Ref.enable; NVDLC01FWEventLoop06Ref.enable; set fTimer to -1; StopQuest NVDLC01GalaEventQuest endif endif;<<<<-------------------------End FX script END (sorry i ask so many questions) So am i right that it's saying that the fireworks activate when the condition is met, being that the quest reaches a certain stage? Meaning that i simply need to change the condition on which it activates, to the player activating the console? Then just remove "StopQuest NVDLC01GalaEventQuest" which then makes the script end? Edited August 22, 2011 by GnrlKitty Link to comment Share on other sites More sharing options...
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