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Posted

i'm trying to locate random encounters hot locations so i searched world cells with keywords like RETriggerObject ;RETriggerScene RETRiggerTravel
i checked both FO4Edit and Creation Kit and i cannot find which property contains these keywords

Posted

Random Encounter Trigger Objects with Locations can some Cells from Random Encounter Manager:

 

 

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Posted

this is good SKK50 but its little bit different from what i'm looking for

i'm trying to figure out from Story Manager Event Node, under node 'REBranch' what are the condition to trigger the event

one of the conditions is a keyword 'REEncounterTypeScene' by function 'GetEventData', and i'm assuming that these keywords are attribute to locations or cells

please correct me if i'm wrong

Posted

The keywords are:

 

EncounterType properties

on the RETriggerScript

attached to the Trigger Volume/Activator BaseObjects

which are placed in the world as ObjectReferences

to SendStoryEventAndWait OnTriggerEnter() or OnLoad() or OnCellAttach()

which starts the correct RE quest if conditions are met.

 

Nothing to do with locations at all.

Posted

What would be even better is if you describe the OUTCOME you are trying to achieve. Guessing at your desire for locations, cells and story manager events and providing that information is frustrating.

Posted

i'm trying to figure out how random encounters hotspots work?
you mention that the RE script run for example on every cell loading, this means that the scrip will check for keywords (like 'REEncounterTypeScene') inside this cell.

now the objects references you put in your first comment does indeed have the RE keywords but the problem is that the containing cell in many of these are the commonwealth itself
if the scrip run on cell loading when then the trigger will kick in commonwealth?
is it when the player comes near the object it self or its containing cell?

Posted

Some RE triggers are trigger volume boxes, nothing happens until the player enters that trigger volume which causes the event OnTriggerEnter() to start the script.

 

Some RE triggers are activators where the script is started by the event OnLoad() when the cell containing the activator is withing the configured uGridsToLoad around the player.

 

Some RE triggers are activators where the script is started by the event OnCellAttach() when the cell containing the activator is withing the configured uGridsToLoad around the player.

 

You need to use the Creation Kit to look at the base objects and some ObjectReferences in the list of 184 Commonwealth RE base game triggers to see how the various RE scripts relate to the world objects, events and each other.

 

ps I am still guessing as I dont understand WHY you want to know how RE system works to do WHAT with it. If you could share an OUTCOME I could provide actual ADVICE rather than more "how it works" stuff that doesnt seem to be helping you.

Posted

thanks SKK50

i'm studying the 42 activators (which have 'REEncounterTypeScene' keyword) one by one to see which one of them meet the conditions to trigger the scenes type encounters

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