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A bit of help please?


ZenethXR70

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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.
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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

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First rule of modding: NEVER EDIT THE BASE ESM FILES

  • FalloutNV.esm
  • DeadMoney.esm
  • HonestHearts.esm
  • OldWorldBlues.esm
  • LonesomeRoad.esm
  • GunRunnersArsenal.esm
  • CaravanPack.esm
  • MercenaryPack.esm
  • ClassicPack.esm
  • TribalPack.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.

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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 by DizzasterJuice
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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 says

SCRIPT: Script 'VacationStart', line 7

Missing parameter count.

Compiled script not saved

 

Doesn't matter, I fixed it by changing additem to addnote

 

(I'm using GECK powerup)

Edited by ZenethXR70
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