xenaclone Posted October 3, 2020 Share Posted October 3, 2020 (edited) Hello, I am Xenaclone. I am making a mod which adds a jail, and enhances Fallout 3's crime system. And so far, I've gotten everything to work the way I want it to. The script below is attached to an officer in Megaton. This script causes her to do various things. If the player has no crime for instance, nothing happens. She'll merely sandbox. But if GetMinorCrimeCount is >= 3 or GetMajorCrimeCount >= 1, she'll find the player, and an arrest process begins. scriptname aaaEnforcementOfficerScript short Status Begin GameMode ;------------------------------------------------------------ ; This set of scripts handles the arrest process If (Player.GetInWorldspace MegatonWorld == 1) && (Status == 0)If (GetMinorCrimeCount >= 3) || (GetMajorCrimeCount >= 1) Set Status to 1aaaMegatonOfficerRef.AddScriptPackage aaaArrestPlayerPackage EndIfEndIf EndIf There is more to the script, but that's the part I am concerned with. Problem is, once GetMinorCrimeCount and GetMajorCrimeCount have been set, the officer will "see" only those crime counts, she won't see anything new. So if Minor Crime is 3 for instance, and the Player has paid caps (causing her to go back to Sandboxing) she won't see any additional crimes, which cause Minor Crime to rise to 4, 5, 6, or whatever. So that is my question. How do I make the officer "see" any new crimes committed? Edited October 3, 2020 by xenaclone Link to comment Share on other sites More sharing options...
xenaclone Posted October 10, 2020 Author Share Posted October 10, 2020 Goodness this forum is slow. :( But it's amazing the progress one can achieve in just one week. My questions from last week are old news and solved by now. Link to comment Share on other sites More sharing options...
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