scorpionkiller19 Posted October 19, 2012 Share Posted October 19, 2012 due to complete lack of support on my other topic i will ask specific questions 1. is there anyway to script in an and where two things have to be true for something to happen 2. is there anyway to get it to determine is a variable value is greater[and/or] less than a set value i will probly have other questions Link to comment Share on other sites More sharing options...
Dylak Posted June 10, 2013 Share Posted June 10, 2013 1. I think u must to use && between conditions.example scn xyzBegin ondeathif (001ref.getdead == 1) && (002ref.getdead == 1)additem caps001 187 1endifend 2. You must use"==""!=""<"">""<="">=" Link to comment Share on other sites More sharing options...
Deleted1205226User Posted June 17, 2013 Share Posted June 17, 2013 For more details on operators, have a look at : http://www.cipscis.com/fallout/tutorials/operators.aspx Link to comment Share on other sites More sharing options...
appthy8 Posted July 17, 2013 Share Posted July 17, 2013 Hi I'm need help to write a script that will do the following, I am look to through a speech activation replace one npc with another. Sorry if this is a newbie question Link to comment Share on other sites More sharing options...
pkleiss Posted July 17, 2013 Share Posted July 17, 2013 Give the two NPCs unique Ref IDs then use this: NPCRef2.moveto NPCRef1 NPCRef1.disable MPCRef2.enable All this requires is that your second NPC is somewhere in the world and set to be initially disabled. Link to comment Share on other sites More sharing options...
appthy8 Posted July 23, 2013 Share Posted July 23, 2013 Give the two NPCs unique Ref IDs then use this: NPCRef2.moveto NPCRef1 NPCRef1.disable MPCRef2.enable All this requires is that your second NPC is somewhere in the world and set to be initially disabled.Thanks Pkleiss, this worked unfortunately I'm trying to diable wadsworth but it wont work :/ any ideas how to get rid of him? Link to comment Share on other sites More sharing options...
pkleiss Posted July 24, 2013 Share Posted July 24, 2013 Wadsworth, isn't a persistent reference. So you will have to make him so in order to use his ref ID (Wadsworth01) in a script. If you don't already know how to do that, just double click on him in the player's house cell in the geck and check the persistent reference box on his reference window, save and exit and poof - wadsworth should be able to be made gone via script. Link to comment Share on other sites More sharing options...
appthy8 Posted July 31, 2013 Share Posted July 31, 2013 Wadsworth, isn't a persistent reference. So you will have to make him so in order to use his ref ID (Wadsworth01) in a script. If you don't already know how to do that, just double click on him in the player's house cell in the geck and check the persistent reference box on his reference window, save and exit and poof - wadsworth should be able to be made gone via script.Thanks, I had already made him a persistent reference to use him in the script, but he still wont disable :/ Link to comment Share on other sites More sharing options...
pkleiss Posted August 1, 2013 Share Posted August 1, 2013 Well, that was a long pause... Perhaps you are using a dirty save? You can try a couple of things. 1) Go wait in some other interior cell other than the player's house. Wait for more than 3 days (3 days plus one hour should do it). This should force a reload of the player's home cell when you re-enter it. Then go back and see if Wadsworth can be disabled now.OR2) Try starting a new game or loading from a save from before the player ever entered the Megaton player's house for the first time. That way you are sure to be not using any residual data from your save. Other than that, I'm not sure what isn't working with your mod, becasue that disable function should work easily. Link to comment Share on other sites More sharing options...
appthy8 Posted August 1, 2013 Share Posted August 1, 2013 Thanks Pkleiss, I'll give this a try later, unfortunately my connection seems to be lagging so can't try this remotely. while I'm waiting to try that I don't know if you can help me with another one. I'm working on a mod for another person that wants an ability to laydown on the bed like the NPC's with out actually sleeping, I've worked in the menu in to the bed but I can't seem to find how to force the player to use the animation, I know when I originally started out years ago, I managed to do it by accident using a creating a static bed item but to do that would mean that I would have to change all the beds in the game. I've seen notes about forcing an animation through castimmidatelyonself but i can't figure out how to make the animation in spells/effects. I'm currently using the BedTwin01 in the MegatonPlayerHouse to figure it out. Thanks in advance for all your help upto and continued. Link to comment Share on other sites More sharing options...
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