JuicyPwner Posted January 5, 2021 Share Posted January 5, 2021 Hi, I'm trying to do an optional mod for my NCR Garrison mod, a user suggested that the ncr prescence should only be active when fitz agrees to lending McCarren his services to Farber. My current script (that also wont save) is this: scn NCRGarrisonScript Begin GameMode if GetStage NCRGarrison ==20 NCRGarrisonSentry1.EnableNCRGarrisonSentry2.EnableNCRGarrisonSentry3.EnableNCRGarrisonSand1.EnableNCRGarrisonSand2.EnableNCRGarrisonChairSand.EnableNCRGarrisonTrooper1.EnableNCRGarrisonTrooper2.EnableNCRGarrisonTrooper3.EnableNCRGarrisonTrooper4.EnableNCRGarrisonFire.EnableNCRGarrisonRadioFirePit.EnableNCRGarrisonFlag.EnableNCRGarrisonFlagPole.Enable end This should ensure that the InitiallyDisabled objects and ncps, through the use of the REF id's i gave, are enabled once GetStage of my quest reaches 20, which I have assigned a SetStage command in farber's final convos about getting fitz's services. Theres also one other line I am unsure of how to implement, and that is changing a MapMarker's reputation through the script. Any help would be appreciated. Also if you missed, the script above doesn't save. Link to comment Share on other sites More sharing options...
GamerRick Posted January 6, 2021 Share Posted January 6, 2021 (edited) You're missing the 'endif'. However, it would be better (when possible) to only make one of the NPCs persistent and make it the enable parent of the others. Edited January 6, 2021 by GamerRick Link to comment Share on other sites More sharing options...
JuicyPwner Posted January 6, 2021 Author Share Posted January 6, 2021 You're missing the 'endif'. However, it would be better (when possible) to only make one of the NPCs persistent and make it the enable parent of the others.Thanks for replying ill try it out asap, I did see something about what u just said on wiki but I wasnt sure how to do it (I looked to see if I was doing the enable command wrong) Link to comment Share on other sites More sharing options...
JuicyPwner Posted January 6, 2021 Author Share Posted January 6, 2021 It seems to work now that I made all persistent references, but one thing I really want added is how to change mapmarker's associated rep through a script line. Link to comment Share on other sites More sharing options...
JuicyPwner Posted January 6, 2021 Author Share Posted January 6, 2021 (edited) Success, all that I need is to find how to change mapmarker rep through a script line. Any help would be appreciated. (also i used the parent enable thing, it works and is easier to do) Edited January 6, 2021 by JuicyPwner Link to comment Share on other sites More sharing options...
ashtonlp101 Posted January 6, 2021 Share Posted January 6, 2021 For future reference, it's way easier to use the "Enable Parent" feature and use and X marker with "initially disabled" as its parent. Save you a lot of time writing all those references in a script. Link to comment Share on other sites More sharing options...
JuicyPwner Posted January 6, 2021 Author Share Posted January 6, 2021 For future reference, it's way easier to use the "Enable Parent" feature and use and X marker with "initially disabled" as its parent. Save you a lot of time writing all those references in a script.I am now using it and everything is squared away, check the 2nd to last reply i made, I still need assistance for a line but I may have to just make a separate forum post. Link to comment Share on other sites More sharing options...
GamerRick Posted January 6, 2021 Share Posted January 6, 2021 Persistent items get put into your savegame file. Link to comment Share on other sites More sharing options...
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