ZenethXR70 Posted February 1, 2013 Share Posted February 1, 2013 (edited) I'm trying to make it so that when the player starts the game, a message box will appear, give the player a note and a quest will start. How? Edited February 1, 2013 by ZenethXR70 Link to comment Share on other sites More sharing options...
Xaranth Posted February 1, 2013 Share Posted February 1, 2013 Either mark your quest StartGameEnabled and handle it in the quest script, or use a dummy Start Game Enabled quest. Reference any one of the four story DLCs - Dead Money, Honest Hearts, Old World Blues, or Lonesome Road for more details. Link to comment Share on other sites More sharing options...
ZenethXR70 Posted February 1, 2013 Author Share Posted February 1, 2013 Either mark your quest StartGameEnabled and handle it in the quest script, or use a dummy Start Game Enabled quest. Reference any one of the four story DLCs - Dead Money, Honest Hearts, Old World Blues, or Lonesome Road for more details. I can't find any quests like that and I don't have any DLC Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 1, 2013 Share Posted February 1, 2013 http://geck.bethsoft.com/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series Link to comment Share on other sites More sharing options...
ZenethXR70 Posted February 1, 2013 Author Share Posted February 1, 2013 http://geck.bethsoft.com/index.php/Category:Getting_Started#My_First_Vault_Tutorial_Series Sorry if I sound rude but that doesn't exactly help.I tried this script but it doesn't work. scn 00VacationStart begin GameMode if getStage 00Vacation < 1 setStage 00Vacation 1 endif endif end Link to comment Share on other sites More sharing options...
Xaranth Posted February 1, 2013 Share Posted February 1, 2013 First rule of modding: NEVER EDIT THE BASE ESM FILES FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmCaravanPack.esmMercenaryPack.esmClassicPack.esmTribalPack.esm SECOND Rule of Modding: Never start your editorIDs with a numeric character. It confuses the script compiler. So, change your mod to adhere to the second rule of modding, and try again. Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 1, 2013 Share Posted February 1, 2013 (edited) No, just flag the quest as Start Game Enabled...that is all explained in that tutorial I posted.then add the quest script: scn VacationStart short DoOnce begin GameMode if DoOnce == 0 showMessage The_ID_Of_Your_Message player.additem The_ID_Of_Your_Note set DoOnce to 1 endif end What Xaranth said above and your script won't even compile because you have 2 endifs and only 1 if. Edited February 1, 2013 by DizzasterJuice Link to comment Share on other sites More sharing options...
ZenethXR70 Posted February 1, 2013 Author Share Posted February 1, 2013 (edited) scn VacationStart short DoOnce begin GameMode if DoOnce == 0 showMessage VacationStartMessage player.additem VacationCode set DoOnce to 1 endif end Thanks for the code but whenever I save it saysSCRIPT: Script 'VacationStart', line 7Missing parameter count.Compiled script not saved Doesn't matter, I fixed it by changing additem to addnote (I'm using GECK powerup) Edited February 1, 2013 by ZenethXR70 Link to comment Share on other sites More sharing options...
DizzasterJuice Posted February 1, 2013 Share Posted February 1, 2013 (edited) yeah additem needs a count so in this case it would be "player.additem VacationCode 1" Edited February 1, 2013 by DizzasterJuice Link to comment Share on other sites More sharing options...
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