ferogain Posted November 27, 2016 Share Posted November 27, 2016 (edited) I was wondering if anybody knew of a fairly simple command/script that could activate a mod, upon completion of a quest? There are a TON of really nice "Cleaned Up X" mods out there. Like Atomics Galleria for instance. After you speak to the Director he even says things like "Let's get these barricades down!!". Being able to activate the Cleaned Atomics Galleria mod AFTER you complete that very small quest would be great. The game already does this with certain areas. Cambridge Police Dept. interior for example (if you help the BoS). I suspect it would have to be a timed thing. Like, travel away and then comeback after a week or so. Any ideas? Edited November 27, 2016 by ferogain Link to comment Share on other sites More sharing options...
Athanasa Posted November 28, 2016 Share Posted November 28, 2016 That's not so much activating the mod as triggering events. But terminology aside, yes. But I'm not sure how easy it would be or of any compatibility issues it might cause. On the surface it's a case of assigning all the stuff you want to remove to it's own layer, then setting that layer to disable after certain criteria are met. However, you'd be poking around with vanilla stuff (and I assume it would also impact navmeshes). Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 28, 2016 Share Posted November 28, 2016 (and I assume it would also impact navmeshes).Which can also be enabled/disabled on event (or whatever). Just like regular objects....sort of. Can disable bits and pieces, while other bits and pieces are enabled in their place. Link to comment Share on other sites More sharing options...
Athanasa Posted November 28, 2016 Share Posted November 28, 2016 Out of curiosity, because I have no idea how it works, would that cause incompatibility issues if any other mod changed the same cell? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 28, 2016 Share Posted November 28, 2016 Almost assuredly.However, one would hope that a user has the wherewithal to not use this type of mod with another that does similar...like say using this to rebuild Sanctuary after X happens and another mod that adds (something like) modern houses to Sanctuary. Another, I guess if someone added in a big red box (with navmesh edits to support it) onto the street in Sanctuary (still as the example), that most likely would still be there after this mod rebuilds Sanctuary. The navmesh wouldn't account for this object if that mod was higher in load order, and the nevmesh for this mod would be totally destroyed if that mod was lower in load order. I'm sure other things could cause incompatibility issues with it also, but such is the nature of mods. Never been much to me to let what someone else might do stop me from making what I want...unless I wanted to make a (7 or 8th? ! ) Fizztop Grill player home. =P Link to comment Share on other sites More sharing options...
damanding Posted November 30, 2016 Share Posted November 30, 2016 One way to handle navmesh changes from before and after is to do the same thing that Bethesda did with settlements and have the objects initially laying around (like cars, fallen trees, tires, etc) use navmesh cuts. The objects themselves "cut" the navmesh underneath them so that when you scrap them, you scrap their navmesh cutting as well and then the complete navmesh is available to use. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 30, 2016 Share Posted November 30, 2016 One way to handle navmesh changes from before and after is to do the same thing that Bethesda did with settlements and have the objects initially laying around (like cars, fallen trees, tires, etc) use navmesh cuts. Â The objects themselves "cut" the navmesh underneath them so that when you scrap them, you scrap their navmesh cutting as well and then the complete navmesh is available to use.Oh, I completly forgot about this. Good job.Something along the lines of putvyour navmesh down, put the object down, select the object, choose cut navmesh for object.Am I close? Link to comment Share on other sites More sharing options...
damanding Posted November 30, 2016 Share Posted November 30, 2016 One way to handle navmesh changes from before and after is to do the same thing that Bethesda did with settlements and have the objects initially laying around (like cars, fallen trees, tires, etc) use navmesh cuts. Â The objects themselves "cut" the navmesh underneath them so that when you scrap them, you scrap their navmesh cutting as well and then the complete navmesh is available to use.Oh, I completly forgot about this. Good job.Something along the lines of putvyour navmesh down, put the object down, select the object, choose cut navmesh for object.Am I close? I've never done it but from I remember reading about it yes that is correct. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted November 30, 2016 Share Posted November 30, 2016 Just my opposite. I've done it, just don't remember it. =PGood job on it though, it could prove a useful suggestion for this idea. =)In conjunction with the above, I'd also recommend a liberal use of enable/disable (and the process of tying the markers to quest and associated scripts) of objects (including for created 'navmesh as objects') for this idea. Edit: Layers should probably come into play on something like this, as an alternative to setting so many individual objects to initially disabled (and vice versa). P.S. My interest in sussing this out has been peaked due to having planned on doing something similar elsewhere myself. ;-)(...think I may have used a word incorrectly there, heh) Link to comment Share on other sites More sharing options...
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