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Sierra Madre in the GECK


GnrlKitty

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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?
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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 by Skibblets
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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 display

float 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?

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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.

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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?

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[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.

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[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 by GnrlKitty
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