CarlCorey Posted December 28, 2016 Author Share Posted December 28, 2016 I had to go back to a save from before I did the fight on the bridge to get a working save.is a restart from an exterior Actually, each time I had to go back to an interior save to get it working. In the first case I had to go back to the Megaton player house and in the second, I had to go back to a save inside that building where you go get the Super Mutant Overlord on the overpass. I'll try replaying one of those scenarios in non-power armor tomorrow. Link to comment Share on other sites More sharing options...
Purr4me Posted December 28, 2016 Share Posted December 28, 2016 Let me know. ‘Without conjecturing about the specifics of the various relationships, let's say that hypothetically they're intimidated by her due to her fairly strong personality, intelligence and beauty.’ :thumbsup: :teehee: :facepalm: :wink: Link to comment Share on other sites More sharing options...
CarlCorey Posted December 30, 2016 Author Share Posted December 30, 2016 I tried playing both scenarios with the mod activated wearing first Reilly's Rangers armor and then the T-51b again and I can't replicate the problem. I'll go back to looking at the scripts in the mod to see what's happening. Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 I tried playing both scenarios with the mod activated wearing first Reilly's Rangers armor and then the T-51b again and I can't replicate the problem. I'll go back to looking at the scripts in the mod to see what's happening.ok, (T-51b) when and where and what gave that to you? this is the exact point that had the flaw, once removed, what ever scripts that "were running" stopped, once stopped, it can't repeat, so it has to be a quest related issue. That was the point of the trial. If you can not repeat Blowing up megaton? well then the games engine killed the flawed instance script. your target of interest is that armor. A vanilla instance. Some items in quest related issues are set to "can't drop" and other mods remove this fact on those as replace-rs, even though the main master file has it set as "can't drop" you can over ride it. there are attributes that follow through as well. Focus on the (T-51b) Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 another example: The waters of life quest. IF you do not "kill" all of the mutants within the PP buildings interior cells? you can not complete the quest.If you add on say several mutant mods + mmm? well things can get nasty. It's well known that Broken steel breaks the game, it literally completes the game and it's over. A workaround mod was made to by pass this part of the game.CEBESOR. once installed, you wake up in the Citadel. Pretty lame way to set up a game. Linear in fashion and too quick.But , this does not negate the facts of how the game works or how it's set up. Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 for example, the code, the exact code your looking for is "DoOnce". Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 (edited) [00] Fallout3.esm \ Script \ 000B2942 <ArmorT51bScript> ScriptName ArmorT51bScriptBegin OnAdd PlayerSet MS14.ArmorAcquired to 1 ; Flag used to control dialogue. Turret is actually the armor :smile:If GetStage MS14 == 10SetStage MS14 100 ; Player has the quest, complete itEndIfEndBegin OnAdd MisterCrowleyRefSet MS14.ArmorAcquired to 1 ; Flag used to control dialogue. Turret is actually the armor :smile:If GetStageDone MS14 100 == 0SetStage MS14 200 ; silently kill the questEndIfEnd;Begin OnActivate; Set MS14.ArmorAcquired to 1 ; Flag used to control dialogue. Turret is actually the armor :smile:; Activate; If GetStage MS14 == 10; SetStage MS14 100 ; Player has the quest, complete it; ElseIf GetStageDone MS14 100 == 0; SetStage MS14 200 ; silently kill the quest; EndIf;End not the helmat------------Basically, if it is a quest item as this shows, it is tied into that quest.IF an override is not done properly? then you get CTD's when triggers are crossed. Edited December 30, 2016 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 The act of dropping the armor released the lock on the quest stages associated with it.So now, the issue can not show up again unless you load the saved game that contained the issue. It is the roll of the dice in this instance. Link to comment Share on other sites More sharing options...
Purr4me Posted December 30, 2016 Share Posted December 30, 2016 (edited) It gets worse too, the main t51b script ties into anchorage, where those scripts that act upon the armor can lock you out.-------------------------- [01] Anchorage.esm \ Script \ 01000E25 <DLC02OA1QuestScript>------------------------- ScriptName DLC02OA1QuestScriptshort RadioEnabled ;flag set when radio signal is first enabledshort OutcastsHostile ;flag set if player decides to pick a fight with the outcasts in the baseshort MorrillGreet ;flag set when Morrill force-greets the player; keeps it from happening againshort MorrillFooled ;flag set to 1 if player is wearing outcast armor and manages to fool morrillshort PlayerHelped ;player killed at least one mutant during the battle in worldspace, used for Morrill's dialogueshort McGrawTalked ;flag set after first time McGraw addresses playershort PlayerInChair ;flag set when player is sitting in sim chair, used for scriptingshort PlayerinSim ;flag set after we move the player into the Simshort MorrillClear ;flag set if Morrill clears player to head down into baseshort OA1AnimSetupshort OlinGoodSide ;flag set if player gets on Olin's good side during questshort PlayerTrigger ;flag set when player passes through DLC02OA1VSStriggershort SibleyTrigger ;flag set when Sibley passes through DLC02OA1VSStriggershort SibleyCRTrigger ;fllag set when Sibley passes through DLC02OA1CommandRoomTriggershort TrigPlayerAhead ;flag set if player beats Sibley to McGrawshort SibleyMcGrawConv ;flag incremented for Sibley's conversation w/ McGrawshort SibleyOlinConv ;flag incremented for Sibley's conversation w/Olinshort IntroDeadCount ;flag incremented each time one of the outcasts dies during the introshort BaseDeadCount ;flag incremented each time one of the outcasts inside the base diesshort RuinsBattleDone ;flag flipped on when all mutants @ Baileys ruins are dead or player has bypassedfloat RadioTimer ;timer var used for keeping radio transmissions intermittentfloat AnimTimerfloat StartTimer ;timer used for delaying initial broadcastshort GuardGreet ; flag set if the player has been greeted by the elevator guard in Baileys (Joel)short listsUpdated ;this is a doOnceBegin GameMode;This adds items to formlists, most of these are for adding things for animation idle manager conditions.if listsUpdated == 0AddFormToFormList DialogueAnimationBulkyArmors DLC02ArmorPowerT51bAddFormToFormList DialogueAnimationBulkyArmors DLC02ArmorPowerT51bWastelandAddFormToFormList AnimationRestrictedArmors DLC02ArmorPowerT51bAddFormToFormList AnimationRestrictedArmors DLC02ArmorPowerT51bWastelandAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorChineseHelmetAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorChineseHelmetWastelandAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorCombatSnowHelmetAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorCombatSnowHelmetWastelandAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorPowerT51bHelmetAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorPowerT51bHelmetWastelandAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorStealthHelmetAddFormToFormList AnimationRestrictedHeadGear DLC02ArmorStealthHelmetWastelandset listsUpdated to 1endif; if Enclave Radio ref has been enabled, it means the player is out of the vault, which means it's time to enable our radio signalif ( RadioEnabled == 0 )if ( RadioEnclaveRef.GetDisabled == 0 ); DLC02OutcastRadioSignalRef.Enable; ForceRadioStationUpdate; SetStage DLC02OA1 10Set RadioEnabled to 1set StartTimer to 60elseif ( GetStage MQ09 >= 60 ); DLC02OutcastRadioSignalRef.Enable; ForceRadioStationUpdate; ResetPipboyManager; SetStage DLC02OA1 10Set RadioEnabled to 1Set StartTimer to 60endifelseif ( RadioEnabled == 1 )if ( StartTimer <= 0 )DLC02OutcastRadioSignalRef.EnableForceRadioStationUpdateResetPipboyManagerSetStage DLC02OA1 10Set RadioEnabled to 2elseset StartTimer to ( StartTimer - GetSecondsPassed )endifendif;have radio broadcast every once in a while rather than constantlyif DLC02OutcastRadioREF.GetDestroyed == 0if RadioTimer > 0set RadioTimer to RadioTimer - GetSecondsPassedelseDLC02OutcastRadioSignalREF.startRadioConversationset RadioTimer to 10endifendif;Once player has entered interior, turn off the radioif ( Player.GetInCell DLC02VSS01 == 1 )if ( DLC02OutcastRadioSignalREF.GetDisabled == 0 )DLC02OutcastRadioSignalREF.Disableendifendif;and Update quest stage if player has started killing people inside.if ( BaseDeadCount > 0 )if ( GetStage DLC02OA1 < 45 )if ( GetStage DLC02OA1 == 40 )SetObjectiveDisplayed DLC02OA1 40 0endifSetStage DLC02OA1 30endifendif;Update quest stage if player has a suitif ( GetStage DLC02OA1 < 45 )if ( Player.GetItemCount DLC02ArmorSimSuit > 0 ); if ( Player.GetEquipped DLC02ArmorSimSuit == 0 )SetStage DLC02OA1 45; endifendifendif;and update stage to 50 once the player has the suit on.if ( GetStage DLC02OA1 == 45 )if ( Player.GetEquipped DLC02ArmorSimSuit == 1 )SetStage DLC02OA1 50endifendif;------- Moving player into Simulation------;PlayerinChair is set in DLC02SimChairScriptif ( PlayerInChair == 2 )if ( Player.GetInCell DLC02VSS01 == 1 );Remove all the player's inventory and add the stuff he'll need for the sim;then set up the initial scene in the sim;NOTE: Adding items back to player's inventory and re-enabling radio refs is handled in script DLC02PlayerContainerScript; SetLocationSpecificLoadScreensOnly 1Player.RemoveItem DLC02ArmorSimSuit 1 1Player.RemoveAllItems DLC02PlayerContainerRefPlayer.Additem DLC02Weap10mmPistolSilenced 1Player.Additem DLC02WeapKnifeCombat 1Player.Additem DLC02Charges 3Player.Additem Ammo10mm 60Player.Additem DLC02ArmorCombatSnow 1Player.Additem DLC02ArmorCombatSnowHelmet 1Player.Additem Stealthboy 1Player.Additem Lockpick 50Player.EquipItem DLC02Weap10mmPistolSilencedPlayer.EquipItem DLC02ArmorCombatSnowPlayer.Equipitem DLC02ArmorCombatSnowHelmetPlayer.Dispel StealthboyDisablePlayerControls 1 1 1 1 0 1 1Player.moveto DLC02SimulationStart; Set StageUpdateTimer to 3; Set PlayerInTL to 1Set PlayerInChair to -1; if ( OA1AnimSetup == 1 ); if ( AnimTimer > 0 ) && ( DLC02OA2.OA2GetUpGo == 1 ); Set AnimTimer to ( AnimTimer - GetSecondsPassed ); elseif ( AnimTimer <= 0 ) && ( DLC02OA2.OA2GetUpGo == 1 ); Player.AddScriptPackage DLC02OA2PlayerAwakens; set OA1AnimSetup to 2; endif; endif;finally, disable both Enclave Radio and GNR broadcast refs while the player is in the simif ( RadioGalaxyNewsRef01.GetDisabled == 0 )RadioGalaxyNewsRef01.Disableendifif ( RadioGalaxyNewsRef02.GetDisabled == 0 )RadioGalaxyNewsRef02.Disableendifif ( MS16Vault101ExternalRadioREF.GetDisabled == 0 )MS16Vault101ExternalRadioREF.DisableendifRadioEnclaveRef.Disableif ( MS17RadioRef.GetDisabled == 0 )MS17RadioRef.DisableendifPipBoyRadioOffEnablePlayerControlsendifendifEnd Edited December 30, 2016 by Purr4me Link to comment Share on other sites More sharing options...
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