Nexusmodsaccountno2 Posted December 2, 2018 Share Posted December 2, 2018 I am thinking of using addperk/removeperk trigger boxes at the dlc entrances and exits to get my dlc specific scripts to run. Is there a better way? And if there is not a better way can someone tell me the cell names of all the dlcs where players enter and exit from the main games map? Thought someone might have written that info down somewhere, it would make my job a lot easier... Link to comment Share on other sites More sharing options...
dubiousintent Posted December 2, 2018 Share Posted December 2, 2018 I've not looked into the details, but I would expect all the DLC to have "Activators" or "AudioMarkers" either in the "WastelandNV" Worldspace, or in their associated interior cells (e.g. "SLBoSBunkerINT" for "Dead Money") that initiate the "cut-scenes" that transfer the player to the DLC entry point (and vice versa). Don't know about "better". There are enough reports of people having problems entering and exiting various DLC to make me cautious. Perhaps use a trigger activator when the player enters a certain radius of your own nearby marker. -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted December 2, 2018 Share Posted December 2, 2018 Some people have trouble entering and exiting DLCs and end up doing things like using the COC command to get back to the main map. There are also some mods that allow free travel back and forth between the main map and DLC areas. Both of these would likely break your addperk/removeperk setup. You can use getinworldspace to determine if they are in main map or are in one of the DLC areas, but this only works if they are in the exterior worldspace. It does not work if they are in an interior that is a part of that worldspace. Still, you could use this as a backup to detect if someone bypassed the normal DLC entrances and exits. Link to comment Share on other sites More sharing options...
Nexusmodsaccountno2 Posted December 3, 2018 Author Share Posted December 3, 2018 Hmm I am not even sure my mod will work properly in some dlcs...I will have to play through them again with the mod to make sure of their various maps and mechanics. This seems too heavy handed but I could just give an item to the player that adds the various perks to the player at the beginning of the game or on entry to the dlc worldspaces? Then make the items only able to be activated when in the relevant dlc worldspaces and add a message script that will constantly flash on the screen until the perk is activated. Feels like a patchwork design solution though. In any case thanks for the info, it gives me a place to start. Link to comment Share on other sites More sharing options...
Recommended Posts