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I want to make a quest mod but I have no scripting knowledge.


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Again, more information wouldn't be amiss. You seem to want to do the following, vaguely:

Put in the game everything that will eventually be in the game. We are going to make them not appear right away.

Configure an Enable Parent system for groups of items that will appear (be enabled, more accurately) at the same time. This can be done via the Cell View window, the Render Window, or the Batch Assignment window.

Tick initially disabled for the parent references that won't be there initially during gameplay.

Script the end of your quest to enable the parent reference of all the stuff you want to be enabled when the quest ends.

 

https://geckwiki.com/index.php/Reference#Enable_Parent

https://geckwiki.com/index.php/Batch_Assignment

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The vanilla game "sound assets" are in the "Fallout - Sound.BSA" file. Please see the 'Music & Sounds' section of the wiki "Getting started creating mods using GECK" article for the specific folders for the different types of sound files and their requirements. See the "Packaging Tools" section for BSA extractors.

 

-Dubious-

Edited by dubiousintent
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I like to warn people to do everything in their power to make sure their BSA doesn't get unpacked in their game folder. The way BSAopt works is very confusing if you're trying just to get one file, so when I tried to put that one file in my game folder, it unpacked the entire archive and overwrote all my mods (it doesn't ask you to confirm the overwriting, either), and it made all the hair go through the head models because that's what happens when hair's not packed in a BSA.

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