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Save File Weirdness


CarlCorey

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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.

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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:

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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.

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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)

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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.

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[00] Fallout3.esm \ Script \ 000B2942 <ArmorT51bScript>

 

ScriptName ArmorT51bScript


Begin OnAdd Player
Set MS14.ArmorAcquired to 1 ; Flag used to control dialogue. Turret is actually the armor :smile:
If GetStage MS14 == 10
SetStage MS14 100 ; Player has the quest, complete it
EndIf
End

Begin OnAdd MisterCrowleyRef
Set MS14.ArmorAcquired to 1 ; Flag used to control dialogue. Turret is actually the armor :smile:
If GetStageDone MS14 100 == 0
SetStage MS14 200 ; silently kill the quest
EndIf
End

;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 by Purr4me
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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.

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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 DLC02OA1QuestScript

short RadioEnabled ;flag set when radio signal is first enabled
short OutcastsHostile ;flag set if player decides to pick a fight with the outcasts in the base
short MorrillGreet ;flag set when Morrill force-greets the player; keeps it from happening again
short MorrillFooled ;flag set to 1 if player is wearing outcast armor and manages to fool morrill
short PlayerHelped ;player killed at least one mutant during the battle in worldspace, used for Morrill's dialogue
short McGrawTalked ;flag set after first time McGraw addresses player
short PlayerInChair ;flag set when player is sitting in sim chair, used for scripting
short PlayerinSim ;flag set after we move the player into the Sim
short MorrillClear ;flag set if Morrill clears player to head down into base
short OA1AnimSetup
short OlinGoodSide ;flag set if player gets on Olin's good side during quest
short PlayerTrigger ;flag set when player passes through DLC02OA1VSStrigger
short SibleyTrigger ;flag set when Sibley passes through DLC02OA1VSStrigger
short SibleyCRTrigger ;fllag set when Sibley passes through DLC02OA1CommandRoomTrigger
short TrigPlayerAhead ;flag set if player beats Sibley to McGraw
short SibleyMcGrawConv ;flag incremented for Sibley's conversation w/ McGraw
short SibleyOlinConv ;flag incremented for Sibley's conversation w/Olin
short IntroDeadCount ;flag incremented each time one of the outcasts dies during the intro
short BaseDeadCount ;flag incremented each time one of the outcasts inside the base dies

short RuinsBattleDone ;flag flipped on when all mutants @ Baileys ruins are dead or player has bypassed

float RadioTimer ;timer var used for keeping radio transmissions intermittent
float AnimTimer
float StartTimer ;timer used for delaying initial broadcast

short GuardGreet ; flag set if the player has been greeted by the elevator guard in Baileys (Joel)

short listsUpdated ;this is a doOnce

Begin GameMode

;This adds items to formlists, most of these are for adding things for animation idle manager conditions.
if listsUpdated == 0

AddFormToFormList DialogueAnimationBulkyArmors DLC02ArmorPowerT51b
AddFormToFormList DialogueAnimationBulkyArmors DLC02ArmorPowerT51bWasteland

AddFormToFormList AnimationRestrictedArmors DLC02ArmorPowerT51b
AddFormToFormList AnimationRestrictedArmors DLC02ArmorPowerT51bWasteland

AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorChineseHelmet
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorChineseHelmetWasteland
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorCombatSnowHelmet
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorCombatSnowHelmetWasteland
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorPowerT51bHelmet
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorPowerT51bHelmetWasteland
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorStealthHelmet
AddFormToFormList AnimationRestrictedHeadGear DLC02ArmorStealthHelmetWasteland

set listsUpdated to 1
endif



; 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 signal

if ( RadioEnabled == 0 )
if ( RadioEnclaveRef.GetDisabled == 0 )
; DLC02OutcastRadioSignalRef.Enable
; ForceRadioStationUpdate
; SetStage DLC02OA1 10
Set RadioEnabled to 1
set StartTimer to 60
elseif ( GetStage MQ09 >= 60 )
; DLC02OutcastRadioSignalRef.Enable
; ForceRadioStationUpdate
; ResetPipboyManager
; SetStage DLC02OA1 10
Set RadioEnabled to 1
Set StartTimer to 60
endif
elseif ( RadioEnabled == 1 )
if ( StartTimer <= 0 )
DLC02OutcastRadioSignalRef.Enable
ForceRadioStationUpdate
ResetPipboyManager
SetStage DLC02OA1 10
Set RadioEnabled to 2
else
set StartTimer to ( StartTimer - GetSecondsPassed )
endif

endif

;have radio broadcast every once in a while rather than constantly


if DLC02OutcastRadioREF.GetDestroyed == 0
if RadioTimer > 0
set RadioTimer to RadioTimer - GetSecondsPassed
else
DLC02OutcastRadioSignalREF.startRadioConversation
set RadioTimer to 10
endif
endif

;Once player has entered interior, turn off the radio

if ( Player.GetInCell DLC02VSS01 == 1 )
if ( DLC02OutcastRadioSignalREF.GetDisabled == 0 )
DLC02OutcastRadioSignalREF.Disable
endif
endif

;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 0
endif
SetStage DLC02OA1 30

endif
endif

;Update quest stage if player has a suit

if ( GetStage DLC02OA1 < 45 )
if ( Player.GetItemCount DLC02ArmorSimSuit > 0 )
; if ( Player.GetEquipped DLC02ArmorSimSuit == 0 )
SetStage DLC02OA1 45
; endif
endif
endif

;and update stage to 50 once the player has the suit on.

if ( GetStage DLC02OA1 == 45 )
if ( Player.GetEquipped DLC02ArmorSimSuit == 1 )
SetStage DLC02OA1 50
endif
endif

;------- Moving player into Simulation------

;PlayerinChair is set in DLC02SimChairScript

if ( 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 1
Player.RemoveItem DLC02ArmorSimSuit 1 1
Player.RemoveAllItems DLC02PlayerContainerRef
Player.Additem DLC02Weap10mmPistolSilenced 1
Player.Additem DLC02WeapKnifeCombat 1
Player.Additem DLC02Charges 3
Player.Additem Ammo10mm 60
Player.Additem DLC02ArmorCombatSnow 1
Player.Additem DLC02ArmorCombatSnowHelmet 1
Player.Additem Stealthboy 1
Player.Additem Lockpick 50
Player.EquipItem DLC02Weap10mmPistolSilenced
Player.EquipItem DLC02ArmorCombatSnow
Player.Equipitem DLC02ArmorCombatSnowHelmet
Player.Dispel Stealthboy
DisablePlayerControls 1 1 1 1 0 1 1
Player.moveto DLC02SimulationStart
; Set StageUpdateTimer to 3
; Set PlayerInTL to 1
Set 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 sim

if ( RadioGalaxyNewsRef01.GetDisabled == 0 )
RadioGalaxyNewsRef01.Disable
endif
if ( RadioGalaxyNewsRef02.GetDisabled == 0 )
RadioGalaxyNewsRef02.Disable
endif
if ( MS16Vault101ExternalRadioREF.GetDisabled == 0 )
MS16Vault101ExternalRadioREF.Disable
endif
RadioEnclaveRef.Disable
if ( MS17RadioRef.GetDisabled == 0 )
MS17RadioRef.Disable
endif

PipBoyRadioOff

EnablePlayerControls


endif
endif




End

 

Edited by Purr4me
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