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How do I make a mod that doesn't take effect until after a quest?


Evenger14

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I was just playing around on Fallout 3, and got the idea to make this rather simple (In theory) mod:

 

 

Well when you first encounter Big Town, it looks like it's a run down heap of helpless people under constant attack. Which is exactly what it should look like, before the quest is finished. However I think that after the quest (preferable 1 week in game time after the quest) that it should change a little. For one, I think the walls should be expanded around the entire town, and that they should be replaced from the piles of rubble and cars to something that would, well, act better for a wall. After all, when you finish the quest they're free from mutant attacks and I think they would want to beef up their security. I also think a merchant should move in one of the empty buildings, and stuff like that.

 

 

All the walls and merchants I can do, however the thing I don't know how to do is have it take effect AFTER the quest is finished. Is that even possible?

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Make your initial Quest and check "Start Game Enabled". In the Begin GameMode block of your Quest Script you could have something like the following.

 

scn NewBigtownScript
short RunOnce
Begin GameMode
    if RunOnce == 0 && GetQuestCompleted MS01 == 1     ;This says that only run this code when "Big Trouble in Big Town" is complete
        setstage NewBigTown 10    ;The Stage number you set is whatever number you use as your starting Stage.
        set RunOnce to 1
    endif
End

There are other ways to do it such as setting a starting variable, but this works fine. You would have other code in the Script as well, but this particular code would start your Quest Stages running.

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As an addition to this, a more polite way to run it would be:

BEGIN GameMode
if GetQuestCompleted MS01 == 1
	;Do lots of
	;whatever in here
	StopQuest <MyQuestID>
endif
END

Since this way once your mod is done, it won't keep running anymore.

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