vault75 Posted September 1, 2017 Share Posted September 1, 2017 I know this may seem like an odd question, but I'm making a companion for Fallout New Vegas using GECK and there's a quest I've made where the player is meant to kill all the Protectrons in a specific cell in the game. The quest giver's greeting will be the same whether the player has killed them or not, but the response needs to be different if the Protectrons are dead. I tried using the GetDead == 1 condition on each Protectron in the area, but that does not seem to work. I also tried the GetDisabled == 1 and GetDestroyed == 1, neither of which work either. Strangely enough, the dialogue that has the conditions GetDead == 0 works, but DOESN'T display if I've killed them. So, I'm kind of at a loss here - I'm not sure how else to determine if these Protectrons are dead when you speak to the quest giver? Link to comment Share on other sites More sharing options...
clanky4 Posted September 2, 2017 Share Posted September 2, 2017 (edited) For something like that I'd include a script in the quest that checks if the protectrons are dead, which I'll refer to as MyModProtectronREF1, MyModProtectronREF2, and MyModProtectronREF3, and then advances the quest to the next stage, which we'll just call stage 10, if they are dead. So like this for instance: scn MyModSCRIPTKillProtectronQuest begin GameMode if ( MyModProtectronREF1.GetDead == 1 && MyModProtectronREF2.GetDead == 1 && MyModProtectronREF3.GetDead == 1 ) ;check to see if all the protectrons are dead setStage MyModQUESTKillProtectronQuest 10 ;advance to quest to the next stage endif end From there you'd just need to add the condition of GetStage to the topic, and have the function parameter be your quest, and the value be 10. Course it could also be due to the protectrons not being persistent. For some reason creatures are not persistent by default. Edited September 2, 2017 by clanky4 Link to comment Share on other sites More sharing options...
vault75 Posted September 3, 2017 Author Share Posted September 3, 2017 For something like that I'd include a script in the quest that checks if the protectrons are dead, which I'll refer to as MyModProtectronREF1, MyModProtectronREF2, and MyModProtectronREF3, and then advances the quest to the next stage, which we'll just call stage 10, if they are dead. So like this for instance: scn MyModSCRIPTKillProtectronQuest begin GameMode if ( MyModProtectronREF1.GetDead == 1 && MyModProtectronREF2.GetDead == 1 && MyModProtectronREF3.GetDead == 1 ) ;check to see if all the protectrons are dead setStage MyModQUESTKillProtectronQuest 10 ;advance to quest to the next stage endif end From there you'd just need to add the condition of GetStage to the topic, and have the function parameter be your quest, and the value be 10. Course it could also be due to the protectrons not being persistent. For some reason creatures are not persistent by default. Well for some reason, the Protectrons in the cell cannot be chosen as refs in the quest (where usually I'd choose a target for the quest, all the Protectrons in the area are not listed as viable targets) and assigning refs does not change it. In the end I decided to use an 'onDeath' script which I assigned to each Protectron, and whenever it gets killed, the script variable bProtectronDeadCount has 1 added to it and then when it reaches 5, the next stage is set. I really don't know why the GetDead doesn't work in this instance - unless it's to do with the way those Protectrons are placed in game. Thanks anyway for your response! Link to comment Share on other sites More sharing options...
Jokerine Posted September 3, 2017 Share Posted September 3, 2017 I've used protectrons in mods loads of times without a problem at all. That's really strange... :huh: Link to comment Share on other sites More sharing options...
vault75 Posted September 3, 2017 Author Share Posted September 3, 2017 Bear in mind that these are already existing Protectrons in game. Not ones that I generated myself. Which is why I didn't really want to alter them by adding scripts - but to be honest these specific Protectrons are only existent in this one particular cell so should not affect any other part of the game. Link to comment Share on other sites More sharing options...
Mktavish Posted September 4, 2017 Share Posted September 4, 2017 (edited) They may very well not be flagged as persistent on their ref windows , as clanky4 mentioned ... which would explain why you can't select them as viable refs , regardless if you give them a ref-IDFlagging them as persistent should not effect their vanilla function , so no worries for altering that. Ref-ID's that we input , are only in assisting modders to know what it is refering too ... you can actually use the number/letter combo shown to the side in parentheses of the ref-ID field.It is the persistent flag that is mandatory in order for it to become included in the search list for scripts/targets/whatever. Otherwise the list of refs to search through would be way to huge and cause engine lag. Edited September 4, 2017 by Mktavish Link to comment Share on other sites More sharing options...
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