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Fallout 3: Sovereign Of Rites Project


Nick2kman

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Well it looks like some one has found out how to add buildings to the game in a way, but it looks like it lacks door Teleporting and it will Probible cause Save Bloating and clipping. ill study this new mod and see what i can use in makeing mine a better mod.

 

Doent these 2 mods look some what the same?

 

 

http://www.fallout3nexus.com/downloads/file.php?id=4440

 

http://www.fallout3nexus.com/downloads/file.php?id=3938

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Just a kwik note im going to use remote building form the settlers mod in the next update for the build buildings ive studyed it and improved it.
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Note im going to have to use a activator for the door but, i can set the activator to act like a real door. I might have to change my script packages for the doors to be used as doors.
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looking for a good way to add a promt to a topic responce. for the recruitment system.

there is a way its just i dont want to add topices to all the Responces of the GREETING.

 

I was able to addtopic to a scriptquest dialog but it had to go straight to GREETING when i talked to a NPC instead of Prompting it in the list. but that might be useful for the Actors that arent hostile and dont have the Conditions for you to into act with.

 

Learning string setting now too whats cool about them is it will add your script variable to any Dialogue or script so if i have 1+1= 2 b+a=c it will say 2,c in the Dialogue or book text i dont know about messages, or i think that does that.

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Got you News I got the Recruitment System Built but It still needing Tweaking, for Exaple if you hire a NPC and that NPC has Dialogue for a Quest then the New Dialogue will Replace the old and some Quests whont end or start.

 

 

 

 

 

 

http://www.fallout3nexus.com/downloads/file.php?id=3938

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Im Studying How to Move Objects the way they need to be moved in for my Demo.

 

Plus tuneing up the Recruitment System so that it works Better.

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Time to relaxe it 1911 time to relaxe ive been working on this mod script all day well i also worked on my car drove some friends around but mostly worked on the Fricken mod i sure hope this new script works like a dream for the the building system Ya so i didn add any "." till now.

 

Want to see it its Hardcore maybe it crashs fallout 3 but i havent tested it yet havent had time to and im still working on it in this state.

scn SRBuildBaseScriptQuest

;Ingredant variables
short Activated
short Build
short Reset
short Stage
float Setup
ref ActiveMarker

;Distance Variables dont need Ads or Cos
float distance
ref Dist
ref NegDist
ref DPZ	;found a way to add to thing but i might need a workaround for Negitive numbers Fake distance
ref pd

; players xyz positions storage
ref py
ref px
ref pz

; players Angles storage
ref az
ref ax

;Timers
float Timer
float fQuestDelaytime 

BEGIN GameMode
if ( Activated == 1 ) && ( player.GetItemCount SRTownHallBP 1 )
	set Build to 0
	set ActiveMarker to 0
	set Stage to 1
	set fQuestDelaytime to 0.01
endif

							;Stage 1 Sets up the building system

if ( Stage == 1 ) && ( ActiveMarker == 0 ) && ( Activated == 1)
	set NegDist to 319

endif

if ( Stage == 1 ) && ( ActiveMarker == 0 )
	SRTHallBuildToggel.moveto Player
	SRTHallBuildToggel.Enable
	set py to player.getpos y
	set px to player.getpos x
	set pz to player.getpos z
	set az to player.getangle z
	set ax to player.getangle x
	SRTHallBuildToggel.setpos x px
	SRTHallBuildToggel.setpos y py
	SRTHallBuildToggel.setpos z pz
	SRTHallBuildToggel.setangle z az
	SRTHallBuildToggel.setangle x ax
	set Stage to 2
endif
						; Stage 2 Controls

	if ( Stage == 2 ) && ( player.getdistance SRTHallBuildToggel < 1000 ) && ( player.getdistance SRTHallBuildToggel > 500 )
		ShowMessage SRBuildM1

		if ( Stage == 2 ) && ( player.issneaking == 1 )
			SRPMarker.moveto player
			set ActiveMarker to 1
			if ( ActiveMarker == 1 )
				set Stage to 3
				player.setforcesneak 0
				set Activated to 1					
			endif
		endif
	elseif ( Stage == 2 ) && ( player.getdistance SRTHallBuildToggel >= 1001 ) && ( activemarker == 0 )	;Run if you want to end
		SRTHallBuildToggel.Disable
		SRPMarker.Disable
		set Reset to 1
	endif
						;Stage 3 Measurements and diststances

	if ( Stage == 3 )
		set Distance to player.getdistance SRPMarker	
		ShowMessage SRBuildM2
	endif
	if ( Distance <= 319 ) && ( Stage == 3 )
		set DPZ to SRTHallBuildToggel.getpos z+Distance	;i get the Z of SRPTHall then add the Distance if it gos to far
		SRTHallBuildToggel.setpos z DPZ						; it will go Negitive

	elseif ( Distance >= 320 ) && ( Stage == 3 )
		set DPZ to SRTHallBuildToggel.getpos z-Distance		;now instead of positive distance its Negitive 
		set DPZ to SRTHallBuildToggel.getpos z+NegDist		;Now i need some way to fake the Distance back to 0
		SRTHallBuildToggel.setpos z DPZ						; so -Distance + Z + 319 should put it back at almost 0
		if ( Distance >= 920 ) && ( Stage == 3 )

		endif	
	endif
	if ( player.issneaking == 1 ) && ( Stage == 3 )
		set Stage to 4					;good enof 
	endif
							;Stage 4 rotate the building


	if ( Stage == 4 )
		set Distance to player.getdistance SRPMarker	
		ShowMessage SRBuildM3
	endif
	if ( Distance <= 359 ) && ( Stage == 4 )
		set DPZ to SRTHallBuildToggel.getangle z+Distance	;i get the Z of SRPTHall then add the Distance if it gos to far
		SRTHallBuildToggel.setpos z DPZ						; it will go Negitive

	elseif ( Distance >= 360 ) && ( Stage == 4 )
		set DPZ to SRTHallBuildToggel.getangle z-Distance		;now instead of positive distance its Negitive 
		set DPZ to SRTHallBuildToggel.getangle z+NegDist		;Now i need some way to fake the Distance back to 0
		SRTHallBuildToggel.setangle z DPZ						; so -Distance + Z + 319 should put it back at almost 0
		if ( Distance >= 920 ) && ( Stage == 4 )
			SRTHallBuildToggel.Disable
			SRPMarker.Disable
			set Stage to 0	;ends the stuff
			set Reset to 1
		endif	
	endif
	if ( player.issneaking == 1 )
		set Build to 1
	endif


								;Build the fricken building already

	if ( Build == 1 )

		set Build to 0
		SRTHsuperMarker.MoveTo SRTHallBuildToggel
		SRTHsuperMarker.Enable
		set py to SRTHallBuildToggel.getpos y
		set px to SRTHallBuildToggel.getpos x
		set pz to SRTHallBuildToggel.getpos z
		set az to SRTHallBuildToggel.getangle z
		set ax to SRTHallBuildToggel.getangle x
		SRTHsuperMarker.setpos x px
		SRTHsuperMarker.setpos y py
		SRTHsuperMarker.setpos z pz
		SRTHsuperMarker.setangle z az
		SRTHsuperMarker.setangle x ax
		set Reset to 1
		ShowMessage SRWORKS
	endif


	if ( Reset == 1 )	
		set ActiveMarker to 0
		ActiveMarker.Disable
		set Build to 0
		set Activated to 0
		set Reset to 0
		set Stage to 0
		SRTHallBuildToggel.Disable
		SRPMarker.Disable
		set Stage to 0				;ends the stuff
		SRTHallBuildToggel.placeatme SRTownHallBP
	endif
								;credits to arcoolka
END

 

And it all saved in geck with out Errors, I am goning to test it good tomorrow. and if need me fix it.

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