kesabelus Posted January 16, 2017 Share Posted January 16, 2017 I have a recruitment quest for my custom companion, and I want it to set stage 10 after the player has searched the neighbourhood with Codsworth. It all works if I load up a save that has already completed Out of Time, but if I play through the scene with Codsworth, nothing happens once I've finished searching Sanctuary Hills. Here is my papyrus fragment: If MQ102.IsStageDone(50) == True COMNateQuest.SetStage(10) endIfScripting is not my forte, so any help is appreciated! I've probably missed something obvious. Alternatively, how would I set stage 10 when a holotape is played? That was the original quest trigger I wanted, but I don't have the scripting know-how to pull that off. Link to comment Share on other sites More sharing options...
skinnytecboy Posted January 16, 2017 Share Posted January 16, 2017 http://www.creationkit.com/fallout4/index.php?title=OnHolotapePlay_-_ObjectReference Add a script to your custom holotape and use the above event to set your stage. You'll need to set up properties etc, but you'll use the same function: Quest Property COMNateQuest auto Event OnHolotapePlay(ObjectReference akTerminalRef) COMNateQuest.SetStage(10) EndEvent Link to comment Share on other sites More sharing options...
kesabelus Posted January 17, 2017 Author Share Posted January 17, 2017 Thanks! That worked like a charm. One last question: if I want this to trigger when the holotape is played from the pip-boy rather than a terminal, how do I modify that script? Nothing I tried worked, so again I'm probably missing something obvious. I still haven't wrapped my head around Papyrus. Link to comment Share on other sites More sharing options...
skinnytecboy Posted January 17, 2017 Share Posted January 17, 2017 I'm confused, holotapes are played from pipboy. A holotape simply links to either audio, or text terminal which can be used to run scripts etc. Basically terminals can run like an mcm menu in skyrim if you wish. Take a look at some other holotapes in ck and then check how they link to terminals. :) Link to comment Share on other sites More sharing options...
kesabelus Posted January 17, 2017 Author Share Posted January 17, 2017 If you're confused, I'm doubly confused haha. Holotapes can be played from any terminal lying around in game or from the pip-boy. When I play my holotape from a terminal, like say the chem dealer's terminal in Sanctuary Hills, the script fires, the quest triggers and everything's fine. If I play it from the pip-boy, nothing happens. The wiki page you linked says 'akTerminalRef: If run from a terminal, the terminal reference. If None, then it's being run from the pipboy.' So if I'm parsing this right, ObjectReference akTerminalRef is putting a restriction on the script to only set stage 10 if the holotape is played through a terminal. My question then is how to adjust the script so it'll run when the holotape is played through the pip-boy. And good idea, I'll browse the holotapes in CK to see if any of them have scripts similar to what I'm trying to achieve :) Link to comment Share on other sites More sharing options...
kesabelus Posted January 17, 2017 Author Share Posted January 17, 2017 Did some research and this seems to be a known issue: https://community.bethesda.net/message/97644#97644 Link to comment Share on other sites More sharing options...
steve40 Posted January 18, 2017 Share Posted January 18, 2017 Yep, it's broke. onHolotapePlay() will not fire if the tape is played from a PipBoy. Link to comment Share on other sites More sharing options...
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