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How do I check if a Minutemen Radiant Quest is active in a settlement?


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feedback too

it was half a minute to look at the quests of the attacks., as I wrote before, there are two scripts in the end, "WorkshopAttackScript" and "REquest".

in the first different conditions and events that occur when the quest has already begun, so you don't need to touch it.

in the second - triggers i hope u need (pay attention to "reset" timers, u can find em as 'bool' in properties)

 

but anyway i think it better to make ur own trigger that will push first stage of quest. to avoid all this hell)

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another funny method to force settlements attacks, i'm using for myself and in one of my mods:

1. Take a cage from the DLC, which catches Raiders.

2. add there keyword which will make from this cage the generator, with output 0.01 AC/DC )

3. repeat same to any cages from DLC, and add all of them to all settlements (somewhere underground)

done) after ~7 days, cages will catch enemies, and their friends will try to rescue them, bringing hell to the settlements without any quests ;)

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Ok,

 

Think I found the problem.

There's an alias on every vanilla settlement attack quest called Workshop that is marked as reserved. From what I can tell, if you mark this, no other quest that goes thorough the story manager will allow an alias to be filled with this specific reference.

Just to be precise: to trigger a quest through the story manager on a vanilla reserved settlement, you need to mark the other quest (your quest) pointing at that target as "Allows Reserve", this allows you to use a reserved target as an alias on your own quest.

So... Without editing the vanilla quests, I won't be able to trigger them on settlements that are marked as reserved on other quests that started through the story manager. This sucks... No double attack.

 

 

 

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