dankaxolotl Posted June 16, 2020 Share Posted June 16, 2020 Hi, I'm trying to make a mod that would add another character to Joe Cobb's posse in the quest Ghost Town Gunfight, I've looked at all the scripts I could find, but I cannot seem to locate the script that spawns the 5 powder gangers so that I could add a 6th member (with the same AI Package as the rest). This is my first mod so I am fairly new to G.E.C.K. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 16, 2020 Share Posted June 16, 2020 Just an idea: did you try checking the "Result Script" of dialog commiting to the fight? Might be in the Player's dialog response instead of one of Joe's lines. -Dubious- Link to comment Share on other sites More sharing options...
dankaxolotl Posted June 16, 2020 Author Share Posted June 16, 2020 Just an idea: did you try checking the "Result Script" of dialog commiting to the fight? Might be in the Player's dialog response instead of one of Joe's lines. -Dubious- SetObjectiveCompleted VMS16 65 1 SetObjectiveDisplayed VMS16 70 1 ForceActiveQuest VMS16 GSVictorRef.SetUnconscious 1 SetAlly GoodspringsFaction PlayerFaction SetAlly GoodspringsRingoAlliesFaction PlayerFaction SetEnemy GoodspringsPowderGangFaction GoodspringsRingoAlliesFaction SetEnemy GoodspringsPowderGangFaction PlayerFaction if (GetObjectiveDisplayed VMS16 20) && (GetObjectiveCompleted VMS16 20 == 0) SetObjectiveDisplayed VMS16 20 0 endif if (GetObjectiveDisplayed VMS16 30) && (GetObjectiveCompleted VMS16 30 == 0) SetObjectiveDisplayed VMS16 30 0 endif if (GetObjectiveDisplayed VMS16 40) && (GetObjectiveCompleted VMS16 40 == 0) SetObjectiveDisplayed VMS16 40 0 endif if (GetObjectiveDisplayed VMS16 45) && (GetObjectiveCompleted VMS16 45 == 0) SetObjectiveDisplayed VMS16 45 0 endif if (GSJoeCobbRef.GetDead == 0) GSJoeCobbRef.MoveTo JoeCobbPositionMarker endif if (VMS16.bTrudyHelp) if (GoodspringsSettler01Ref.GetDead == 0) GoodspringsSettler01Ref.MoveTo GSSettler01PositionMarker endif if (GoodspringsSettler02Ref.GetDead == 0) GoodspringsSettler02Ref.MoveTo GSSettler02PositionMarker endif if (GoodspringsSettler03Ref.GetDead == 0) GoodspringsSettler03Ref.MoveTo GSSettler03PositionMarker endif if (GoodspringsSettler04Ref.GetDead == 0) GoodspringsSettler04Ref.MoveTo GSSettler04PositionMarker endif GoodspringsSettler01Ref.AddToFaction GoodspringsRingoAlliesFaction 1 GoodspringsSettler02Ref.AddToFaction GoodspringsRingoAlliesFaction 1 GoodspringsSettler03Ref.AddToFaction GoodspringsRingoAlliesFaction 1 GoodspringsSettler04Ref.AddToFaction GoodspringsRingoAlliesFaction 1 TrudyRef.AddToFaction GoodspringsRingoAlliesFaction 1 if (TrudyRef.GetDead == 0) TrudyRef.MoveTo TrudyPositionMarker TrudyRef.AddItem WithAmmoNVSingleShotGunLoot 1 endif endif Here is the full Result of VMS16 stage 70, I have pretty much picked apart this quest. Everything except where the PG spawns.I will post a couple more short codes of interest.Here is GSPowderGangTriggerScript scn GSPowderGangTriggerScript short bDoOnce begin OnTriggerEnter player if bDoOnce == 0 && GetStageDone VMS16 70 ShowWarning "Incoming powder gangers." GSPG01Ref.AddScriptPackage GSPGTravelPackage GSPG02Ref.AddScriptPackage GSPGTravelPackage GSPG03Ref.AddScriptPackage GSPGTravelPackage ;GSPG04Ref.AddScriptPackage GSPGTravelPackage GSPG05Ref.AddScriptPackage GSPGTravelPackage GSPG06Ref.AddScriptPackage GSPGTravelPackage set bDoOnce to 1 endif end Here is the quest script for Ghost Town Gunfight (VMS16) scn VMS16QuestScript short nGangerDeathCount short nSettlerDeathCount short bMetJoeCobb short bSunnyHelp ; 1 = Player has Sunny's help vs. powder gang. short bTrudyHelp ; 1 = Player has Trudy's help vs. powder gang. short bChetHelp ; 1 = Player bartered with Chet to supply the militia. short bPeteHelp ; 1 = Player is getting dynamite from Pete. short bVictorHelp ; 1 = Victor has offered to help. short Ambush ; 1 = Sneak 25+. Player arranges for an ambush of the powder gang. short bJoeHelp ; 1 = Player agreed to kill Ringo for Joe. short bJoeCobbGratitude ; 1 = Player helped Joe Cobb take over Goodsprings. short bMoveGang ; 1 = Powder Gang allowed to move up the road. short bGunFightStart ; 1 = Gunfight is underway. short QuestComplete ; 1 = Complete, not Failed, state begin GameMode if (TrudyRef.GetDead == 1) if (GetObjectiveDisplayed VMS16 20 == 1) && (GetObjectiveCompleted VMS16 20 == 0) SetObjectiveDisplayed VMS16 20 0 endif endif if (GSChetRef.GetDead == 1) if (GetObjectiveDisplayed VMS16 30 == 1) && (GetObjectiveCompleted VMS16 30 == 0) SetObjectiveDisplayed VMS16 30 0 endif endif if (EasyPeteRef.GetDead == 1) if (GetObjectiveDisplayed VMS16 40 == 1) && (GetObjectiveCompleted VMS16 40 == 0) SetObjectiveDisplayed VMS16 40 0 endif endif if (DocMitchellRef.GetDead == 1) if (GetObjectiveDisplayed VMS16 45 == 1) && (GetObjectiveCompleted VMS16 45 == 0) SetObjectiveDisplayed VMS16 45 0 endif endif if (GetStageDone VMS16 70) && (GetQuestCompleted VMS16 == 0) && (bGunFightStart == 0) set bGunFightStart to 1 GSJoeCobbRef.AddScriptPackage GSPGTravelPackage if (bTrudyHelp == 0) GoodspringsSettler02Ref.AddScriptPackage GoodspringsFleePackage GoodspringsSettler03Ref.AddScriptPackage GoodspringsFleePackage GoodspringsSettler04Ref.AddScriptPackage GoodspringsFleePackage endif endif if (GetObjectiveDisplayed VMS16 70 == 1) && (GetObjectiveCompleted VMS16 70 == 0) if nGangerDeathCount >= 6 SetObjectiveCompleted VMS16 70 1 SetStage VMS16 100 endif endif end One line sticks out to me short bMoveGang ; 1 = Powder Gang allowed to move up the road. Where could I find this script(?) that moves them up the road Link to comment Share on other sites More sharing options...
UnvalidUserName Posted June 16, 2020 Share Posted June 16, 2020 I assume all the power rangers already exist in the game but are initially disabled. Check if GSPGTravelPackage enables the entity it gets attached to Link to comment Share on other sites More sharing options...
dankaxolotl Posted June 17, 2020 Author Share Posted June 17, 2020 yep, that was it, thank you Link to comment Share on other sites More sharing options...
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