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Trying to set up an instance where NPC's and Objects are enabled from initially disabled through script


JuicyPwner

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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.Enable
NCRGarrisonSentry2.Enable
NCRGarrisonSentry3.Enable
NCRGarrisonSand1.Enable
NCRGarrisonSand2.Enable
NCRGarrisonChairSand.Enable
NCRGarrisonTrooper1.Enable
NCRGarrisonTrooper2.Enable
NCRGarrisonTrooper3.Enable
NCRGarrisonTrooper4.Enable
NCRGarrisonFire.Enable
NCRGarrisonRadioFirePit.Enable
NCRGarrisonFlag.Enable
NCRGarrisonFlagPole.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.
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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)

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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.

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