bnxus Posted November 21, 2011 Share Posted November 21, 2011 Hello guys, currently I'm trying to accomplish a script which enables some NPCs on the map if a certain stage of a certain quest is done. To be more precisely: My endeavor is to create a script which enables a few NCR Troopers in Freeside if the player solved the quest 'King's Gambit' peacefully. With my limited skills I have written this script: scn NCRTrooperEnableSCRIPT BEGIN GameMode if getStage VMS29 == 105 NCRTrooperWranglerREF.enable; endif END But unfortunately this script doesn't work... VMS29 is the unique quest ID of 'King's Gambit' and 105 is the quest stage saying 'you've successfully mediated between the NCR and The Kings' If somebody could help me with this I would be extremely grateful and a special credit in my Freeside NPC Project MOD is guaranteed. Thanks in advance! Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 21, 2011 Share Posted November 21, 2011 Well, first did you place some NCR with that ref? Also id consider trying to debug your script in parts. For example, remove the 'if' statement and see if the troops appear (Checking to see if the quest state is returning correctly or if your ref is wrong) Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 21, 2011 Share Posted November 21, 2011 It would be better to put this line NCRTrooperWranglerREF.enable in the result script box for VMS29 stage 105. Link to comment Share on other sites More sharing options...
bnxus Posted November 21, 2011 Author Share Posted November 21, 2011 It would be better to put this line NCRTrooperWranglerREF.enable in the result script box for VMS29 stage 105. Thanks to all of you! Previously I've tried to do it through the result box but it didn't work either. The clue was that it's not stage 105 being set but 120 after you finish the quest. Although the stage description said something different!Now I know how to acomplish my plans... so glad now :)Next update will benefit a lot since I finally know how to use scripts to enable references. You will be all well credited... and yeah, thanks again ;) Link to comment Share on other sites More sharing options...
Astymma Posted November 22, 2011 Share Posted November 22, 2011 It would be better to put this line NCRTrooperWranglerREF.enable in the result script box for VMS29 stage 105. For performance purposes, most definitely... but for compatability with other mods and official changes, editing a Fallout.esm quest directly can have issues in the long run... kind of a toss-up really on how much support issues you're willing to handle with your mod. Perhaps a silent behind-the-scenes quest that tracks VMS29's conditions and fires this result at the same time VMS29 completes? Would satisfy performance and compatability issues I believe... Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 22, 2011 Share Posted November 22, 2011 I am going out on a limb and saying there are few to none other mods (at least popular ones) that modify that particular box. Link to comment Share on other sites More sharing options...
Astymma Posted November 22, 2011 Share Posted November 22, 2011 I am going out on a limb and saying there are few to none other mods (at least popular ones) that modify that particular box. Heh that's probably quite correct, I'm just too anal about compatability issues... been a programmer too long I guess :) Link to comment Share on other sites More sharing options...
Cyberlazy Posted November 23, 2011 Share Posted November 23, 2011 Id likey make my own quest that then ran the OP's script every 5 seconds. Lowish CPU usage and highly compatible. Link to comment Share on other sites More sharing options...
phoneyLogic Posted November 27, 2011 Share Posted November 27, 2011 try if getStage VMS29 >= 105 or getstagedone I think there was a difference between both functions. Link to comment Share on other sites More sharing options...
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