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how to modify this script?


b133d_4_u
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ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
int captain = GuardCaptain.Show()
if (captain == 0)
MapMarker.PlaceActorAtMe(CaptainA)
ElseIf (captain == 1)
MapMarker.PlaceActorAtMe(CaptainB)
Else
MapMarker.PlaceActorAtMe(CaptainC)
EndIf
hasCaptain = true
 
so this is part of a script where when you activate a water well,a prompt may appear for you to select your guard captain. i want to add my own custom guard captain to the list. how do i do this? ive already made the npc, i just need help with the scripting and getting the button on the prompt to work(and whatever else i might need to do)
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I could help more if you had the entire script.

Basically you'd wanna see everywhere CaptainA-C appear in the script and pick one, let's say CaptainA, and duplicate all the functions involving that only instead of CaptainA it'd be MyCaptain or however you wanna call it.

 

You'd also probably have to add him to the FortRandomQuest the same as the original Captains somehow.

Edited by Vain
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is this better?

 

Scriptname aaaFortWaterWellScript extends ObjectReference  
 
Message Property Mailbox Auto
Message Property GuardCaptain Auto
Message Property SpecialOrder Auto
Message Property NotEnoughGold Auto
Book Property ScavengerNote Auto
Book Property ForgeNote Auto
Book Property AlchemyNote Auto
Book Property GeneralNote Auto
Book Property MineNote Auto
Book Property InnNote Auto
 
Potion Property GeneralPlan Auto
Potion Property GeneralDoorPlan Auto
Potion Property MinePlan Auto
Potion Property MineDoorPlan Auto
Potion Property InnPlan Auto
Potion Property InnDoorPlan Auto
 
Potion Property WoodenCabin Auto
Potion Property WoodenCabinDoorA Auto
Potion Property WoodenCabinDoorB Auto
 
Potion Property GrandEstate Auto
Potion Property GrandEstateDoor Auto
 
ActorBase Property VioletBase Auto
ActorBase Property CaptainA Auto
ActorBase Property CaptainB Auto
ActorBase Property CaptainC Auto
 
ObjectReference Property BanneredMareSpawn Auto
ObjectReference Property VioletRef Auto
ObjectReference Property MapMarker Auto
 
Quest Property RandomQuest Auto
Quest Property PlayerQuest Auto
MiscObject Property Gold001 Auto
 
bool Property hasScavengerNote = false Auto
bool Property hasForgeNote = false Auto
bool Property hasAlchemyNote = false Auto
bool Property hasGeneralStore = false Auto
bool Property hasMine = false Auto
bool Property hasCaptain = false Auto
bool Property hasInn = false Auto
 
ObjectReference Property collisionRef = None Auto
 
Event OnActivate(ObjectReference akActivator)
if (akActivator == Game.GetPlayer())
if (collisionRef != None)
collisionRef.MoveTo(Self)
EndIf
int result = Mailbox.Show()
if (result == 0)
if ((RandomQuest as aaaFortRandomQuestScript).scavengerNote && !hasScavengerNote && !(RandomQuest as aaaFortRandomQuestScript).readScavengerNote)
Game.GetPlayer().AddItem(ScavengerNote, 1)
hasScavengerNote = true
(RandomQuest as aaaFortRandomQuestScript).readScavengerNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)
Game.GetPlayer().AddItem(ForgeNote, 1)
VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)
hasForgeNote = true
(RandomQuest as aaaFortRandomQuestScript).readForgeNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)
Game.GetPlayer().AddItem(AlchemyNote, 1)
hasAlchemyNote = true
(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).generalStore && !hasGeneralStore && !(RandomQuest as aaaFortRandomQuestScript).readGeneralStore)
Game.GetPlayer().AddItem(GeneralNote, 1)
Game.GetPlayer().AddItem(GeneralPlan, 1)
Game.GetPlayer().AddItem(GeneralDoorPlan, 1)
hasGeneralStore = true
(RandomQuest as aaaFortRandomQuestScript).readGeneralStore = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).mine && !hasMine && !(RandomQuest as aaaFortRandomQuestScript).readMine)
Game.GetPlayer().AddItem(MineNote, 1)
Game.GetPlayer().AddItem(MinePlan, 1)
Game.GetPlayer().AddItem(MineDoorPlan, 1)
hasMine = true
(RandomQuest as aaaFortRandomQuestScript).readMine = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).innNote && !hasInn && !(RandomQuest as aaaFortRandomQuestScript).readInn)
Game.GetPlayer().AddItem(InnNote, 1)
Game.GetPlayer().AddItem(InnPlan, 1)
Game.GetPlayer().AddItem(InnDoorPlan, 1)
hasInn = true
(RandomQuest as aaaFortRandomQuestScript).readInn = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
int captain = GuardCaptain.Show()
if (captain == 0)
MapMarker.PlaceActorAtMe(CaptainA)
ElseIf (captain == 1)
MapMarker.PlaceActorAtMe(CaptainB)
Else
MapMarker.PlaceActorAtMe(CaptainC)
EndIf
hasCaptain = true
(RandomQuest as aaaFortRandomQuestScript).readCaptain = true
Else
Debug.Notification("You do not have any messages at the moment.")
EndIf
ElseIf (result == 1)
int order = SpecialOrder.Show()
if (order == 0)
if (Game.GetPlayer().GetItemCount(Gold001) >= 5000)
Game.GetPlayer().RemoveItem(Gold001, 5000)
Game.GetPlayer().AddItem(WoodenCabin,1)
Game.GetPlayer().AddItem(WoodenCabinDoorA,1)
Game.GetPlayer().AddItem(WoodenCabinDoorB,1)
(PlayerQuest as aaaFortPlayerQuestScript).hasWoodenCabin = 1
Else
NotEnoughGold.Show()
EndIf
ElseIf (order == 1)
if (Game.GetPlayer().GetItemCount(Gold001) >= 15000)
Game.GetPlayer().RemoveItem(Gold001, 15000)
Game.GetPlayer().AddItem(GrandEstate,1)
Game.GetPlayer().AddItem(GrandEstateDoor,1)
(PlayerQuest as aaaFortPlayerQuestScript).hasGrandEstate = 1
Else
NotEnoughGold.Show()
EndIf
EndIf
EndIf
EndIf
EndEvent

Edited by b133d_4_u
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is this better?

Scriptname aaaFortWaterWellScript extends ObjectReference  
 
Message Property Mailbox Auto
Message Property GuardCaptain Auto
Message Property SpecialOrder Auto
Message Property NotEnoughGold Auto
Book Property ScavengerNote Auto
Book Property ForgeNote Auto
Book Property AlchemyNote Auto
Book Property GeneralNote Auto
Book Property MineNote Auto
Book Property InnNote Auto
 
Potion Property GeneralPlan Auto
Potion Property GeneralDoorPlan Auto
Potion Property MinePlan Auto
Potion Property MineDoorPlan Auto
Potion Property InnPlan Auto
Potion Property InnDoorPlan Auto
 
Potion Property WoodenCabin Auto
Potion Property WoodenCabinDoorA Auto
Potion Property WoodenCabinDoorB Auto
 
Potion Property GrandEstate Auto
Potion Property GrandEstateDoor Auto
 
ActorBase Property VioletBase Auto
ActorBase Property CaptainA Auto
ActorBase Property CaptainB Auto
ActorBase Property CaptainC Auto
 
ObjectReference Property BanneredMareSpawn Auto
ObjectReference Property VioletRef Auto
ObjectReference Property MapMarker Auto
 
Quest Property RandomQuest Auto
Quest Property PlayerQuest Auto
MiscObject Property Gold001 Auto
 
bool Property hasScavengerNote = false Auto
bool Property hasForgeNote = false Auto
bool Property hasAlchemyNote = false Auto
bool Property hasGeneralStore = false Auto
bool Property hasMine = false Auto
bool Property hasCaptain = false Auto
bool Property hasInn = false Auto
 
ObjectReference Property collisionRef = None Auto
 
Event OnActivate(ObjectReference akActivator)
if (akActivator == Game.GetPlayer())
if (collisionRef != None)
collisionRef.MoveTo(Self)
EndIf
int result = Mailbox.Show()
if (result == 0)
if ((RandomQuest as aaaFortRandomQuestScript).scavengerNote && !hasScavengerNote && !(RandomQuest as aaaFortRandomQuestScript).readScavengerNote)
Game.GetPlayer().AddItem(ScavengerNote, 1)
hasScavengerNote = true
(RandomQuest as aaaFortRandomQuestScript).readScavengerNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)
Game.GetPlayer().AddItem(ForgeNote, 1)
VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)
hasForgeNote = true
(RandomQuest as aaaFortRandomQuestScript).readForgeNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)
Game.GetPlayer().AddItem(AlchemyNote, 1)
hasAlchemyNote = true
(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).generalStore && !hasGeneralStore && !(RandomQuest as aaaFortRandomQuestScript).readGeneralStore)
Game.GetPlayer().AddItem(GeneralNote, 1)
Game.GetPlayer().AddItem(GeneralPlan, 1)
Game.GetPlayer().AddItem(GeneralDoorPlan, 1)
hasGeneralStore = true
(RandomQuest as aaaFortRandomQuestScript).readGeneralStore = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).mine && !hasMine && !(RandomQuest as aaaFortRandomQuestScript).readMine)
Game.GetPlayer().AddItem(MineNote, 1)
Game.GetPlayer().AddItem(MinePlan, 1)
Game.GetPlayer().AddItem(MineDoorPlan, 1)
hasMine = true
(RandomQuest as aaaFortRandomQuestScript).readMine = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).innNote && !hasInn && !(RandomQuest as aaaFortRandomQuestScript).readInn)
Game.GetPlayer().AddItem(InnNote, 1)
Game.GetPlayer().AddItem(InnPlan, 1)
Game.GetPlayer().AddItem(InnDoorPlan, 1)
hasInn = true
(RandomQuest as aaaFortRandomQuestScript).readInn = true
ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
int captain = GuardCaptain.Show()
if (captain == 0)
MapMarker.PlaceActorAtMe(CaptainA)
ElseIf (captain == 1)
MapMarker.PlaceActorAtMe(CaptainB)
Else
MapMarker.PlaceActorAtMe(CaptainC)
EndIf
hasCaptain = true
(RandomQuest as aaaFortRandomQuestScript).readCaptain = true
Else
Debug.Notification("You do not have any messages at the moment.")
EndIf
ElseIf (result == 1)
int order = SpecialOrder.Show()
if (order == 0)
if (Game.GetPlayer().GetItemCount(Gold001) >= 5000)
Game.GetPlayer().RemoveItem(Gold001, 5000)
Game.GetPlayer().AddItem(WoodenCabin,1)
Game.GetPlayer().AddItem(WoodenCabinDoorA,1)
Game.GetPlayer().AddItem(WoodenCabinDoorB,1)
(PlayerQuest as aaaFortPlayerQuestScript).hasWoodenCabin = 1
Else
NotEnoughGold.Show()
EndIf
ElseIf (order == 1)
if (Game.GetPlayer().GetItemCount(Gold001) >= 15000)
Game.GetPlayer().RemoveItem(Gold001, 15000)
Game.GetPlayer().AddItem(GrandEstate,1)
Game.GetPlayer().AddItem(GrandEstateDoor,1)
(PlayerQuest as aaaFortPlayerQuestScript).hasGrandEstate = 1
Else
NotEnoughGold.Show()
EndIf
EndIf
EndIf
EndIf
EndEvent

Edited by b133d_4_u
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This looks like pretty complicated stuff... I've indented it to make the IF statements easier to point out...

Scriptname aaaFortWaterWellScript extends ObjectReference  
 
Message Property Mailbox Auto
Message Property GuardCaptain Auto
Message Property SpecialOrder Auto
Message Property NotEnoughGold Auto
Book Property ScavengerNote Auto
Book Property ForgeNote Auto
Book Property AlchemyNote Auto
Book Property GeneralNote Auto
Book Property MineNote Auto
Book Property InnNote Auto
 
Potion Property GeneralPlan Auto
Potion Property GeneralDoorPlan Auto
Potion Property MinePlan Auto
Potion Property MineDoorPlan Auto
Potion Property InnPlan Auto
Potion Property InnDoorPlan Auto
 
Potion Property WoodenCabin Auto
Potion Property WoodenCabinDoorA Auto
Potion Property WoodenCabinDoorB Auto
 
Potion Property GrandEstate Auto
Potion Property GrandEstateDoor Auto
 
ActorBase Property VioletBase Auto
ActorBase Property CaptainA Auto
ActorBase Property CaptainB Auto
ActorBase Property CaptainC Auto
 
ObjectReference Property BanneredMareSpawn Auto
ObjectReference Property VioletRef Auto
ObjectReference Property MapMarker Auto
 
Quest Property RandomQuest Auto
Quest Property PlayerQuest Auto
MiscObject Property Gold001 Auto
 
bool Property hasScavengerNote = false Auto
bool Property hasForgeNote = false Auto
bool Property hasAlchemyNote = false Auto
bool Property hasGeneralStore = false Auto
bool Property hasMine = false Auto
bool Property hasCaptain = false Auto
bool Property hasInn = false Auto
 
ObjectReference Property collisionRef = None Auto
 
Event OnActivate(ObjectReference akActivator)
if (akActivator == Game.GetPlayer())
  if (collisionRef != None)
  collisionRef.MoveTo(Self)
  EndIf
int result = Mailbox.Show()
   if (result == 0)
     if ((RandomQuest as aaaFortRandomQuestScript).scavengerNote && !hasScavengerNote && !(RandomQuest as aaaFortRandomQuestScript).readScavengerNote)
     Game.GetPlayer().AddItem(ScavengerNote, 1)
     hasScavengerNote = true
     (RandomQuest as aaaFortRandomQuestScript).readScavengerNote = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).forgeNote && !hasForgeNote && !(RandomQuest as aaaFortRandomQuestScript).readForgeNote)
     Game.GetPlayer().AddItem(ForgeNote, 1)
     VioletRef = BanneredMareSpawn.PlaceActorAtMe(VioletBase)
     hasForgeNote = true
     (RandomQuest as aaaFortRandomQuestScript).readForgeNote = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).alchemyNote && !hasAlchemyNote && !(RandomQuest as aaaFortRandomQuestScript).readAlchemyNote)
     Game.GetPlayer().AddItem(AlchemyNote, 1)
     hasAlchemyNote = true
     (RandomQuest as aaaFortRandomQuestScript).readAlchemyNote = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).generalStore && !hasGeneralStore && !(RandomQuest as aaaFortRandomQuestScript).readGeneralStore)
     Game.GetPlayer().AddItem(GeneralNote, 1)
     Game.GetPlayer().AddItem(GeneralPlan, 1)
     Game.GetPlayer().AddItem(GeneralDoorPlan, 1)
     hasGeneralStore = true
     (RandomQuest as aaaFortRandomQuestScript).readGeneralStore = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).mine && !hasMine && !(RandomQuest as aaaFortRandomQuestScript).readMine)
     Game.GetPlayer().AddItem(MineNote, 1)
     Game.GetPlayer().AddItem(MinePlan, 1)
     Game.GetPlayer().AddItem(MineDoorPlan, 1)
     hasMine = true
     (RandomQuest as aaaFortRandomQuestScript).readMine = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).innNote && !hasInn && !(RandomQuest as aaaFortRandomQuestScript).readInn)
     Game.GetPlayer().AddItem(InnNote, 1)
     Game.GetPlayer().AddItem(InnPlan, 1)
     Game.GetPlayer().AddItem(InnDoorPlan, 1)
     hasInn = true
     (RandomQuest as aaaFortRandomQuestScript).readInn = true
     ElseIf ((RandomQuest as aaaFortRandomQuestScript).hasCaptain && !hasCaptain && !(RandomQuest as aaaFortRandomQuestScript).readCaptain)
     int captain = GuardCaptain.Show()
        if (captain == 0)
        MapMarker.PlaceActorAtMe(CaptainA)
        ElseIf (captain == 1)
        MapMarker.PlaceActorAtMe(CaptainB)
        Else
        MapMarker.PlaceActorAtMe(CaptainC)
        EndIf
     hasCaptain = true
     (RandomQuest as aaaFortRandomQuestScript).readCaptain = true
     Else
     Debug.Notification("You do not have any messages at the moment.")
     EndIf
    ElseIf (result == 1)
    int order = SpecialOrder.Show()
        if (order == 0)
           if (Game.GetPlayer().GetItemCount(Gold001) >= 5000)
           Game.GetPlayer().RemoveItem(Gold001, 5000)
           Game.GetPlayer().AddItem(WoodenCabin,1)
           Game.GetPlayer().AddItem(WoodenCabinDoorA,1)
           Game.GetPlayer().AddItem(WoodenCabinDoorB,1)
           (PlayerQuest as aaaFortPlayerQuestScript).hasWoodenCabin = 1
           Else
           NotEnoughGold.Show()
           EndIf
        ElseIf (order == 1)
           if (Game.GetPlayer().GetItemCount(Gold001) >= 15000)
           Game.GetPlayer().RemoveItem(Gold001, 15000)
           Game.GetPlayer().AddItem(GrandEstate,1)
           Game.GetPlayer().AddItem(GrandEstateDoor,1)
           (PlayerQuest as aaaFortPlayerQuestScript).hasGrandEstate = 1
           Else
           NotEnoughGold.Show()
           EndIf
        EndIf
    EndIf
EndIf
EndEvent

What this tells me is that we have multiple scripts dealing with this not to mention the quest and fragments attached to that.

You are biting off a really big piece of work here.

Stuff that looks like what you're looking for - 

 

Message Property GuardCaptain Auto

ActorBase Property CaptainA Auto
ActorBase Property CaptainB Auto
ActorBase Property CaptainC Auto
Quest Property RandomQuest Auto
Quest Property PlayerQuest Auto
bool Property hasCaptain = false Auto
 
aaaFortRandomQuestScript - We're going to need this script.  It seems to actually handle the Captain information.  This script that we're looking at here seems to control if, when, and how it starts running.
        MapMarker.PlaceActorAtMe(CaptainA)
        ElseIf (captain == 1)
        MapMarker.PlaceActorAtMe(CaptainB)
        Else
        MapMarker.PlaceActorAtMe(CaptainC)
        EndIf

This I'm not sure how it works (again, I suck at this) but there's probably a reason one line says ElseIf and one line only says Else but adding your captain (CaptainD) into this little bit of the quest is not going to make him appear.  We need to modify at least one other script AND the quest(s) involved.

 

What I recommend... is actually taking Captain A, B, or C and changing them into your Captain D - instead of adding an entirely new captain just reuse all the old forms - no need to jump into this giant tub of flesh eating slugs.

 

P.S. You may wish to delete your double post and throw that big long script into some spoiler tags.

Edited by Vain
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heres the other script:

Scriptname aaaFortRandomQuestScript extends Quest Conditional
 
Quest Property MainQuest Auto
Quest Property PlayerQuest Auto
Quest Property Tutorial Auto
Quest Property ObjectCloning Auto
Quest Property ObjectCloningReset Auto
ObjectReference Property MerchantContainer Auto
ObjectReference Property DogmeatRef Auto
bool Property RandomRaidEnabled = false Auto
 
bool Property scavengerNote = false Auto
bool Property forgeNote = false Auto
bool Property alchemyNote = false Auto
bool Property generalStore = false Auto
bool Property mine = false Auto
bool Property hasDogmeat = false Auto
bool Property hasCaptain = false Auto
bool Property innNote = false Auto
 
bool Property readScavengerNote = false Auto
bool Property readForgeNote = false Auto
bool Property readAlchemyNote = false Auto
bool Property readGeneralStore = false Auto
bool Property readMine = false Auto
bool Property readCaptain = false Auto Conditional
bool Property readInn = false Auto Conditional
 
bool Property violetGivePlans = false Auto
 
Potion Property LookoutTower Auto
Potion Property WatchPost Auto
Potion Property StoneShelter Auto
Potion Property SpikeBarrier Auto
 
Weapon Property ObjectCloner Auto
 
int Property raidChance = 100 Auto
int Property randomFrequency = 90 Auto
 
ActorBase Property MerchantA Auto
 
Event OnInit()
RegisterForSingleUpdate(randomFrequency)
EndEvent
 
Event OnUpdate()
if (RandomRaidEnabled && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
int randomchance = Utility.RandomInt(1,raidChance)
if (randomchance > 95 && (MainQuest as aaaFortMainQuestScript).stage == 0)
(PlayerQuest as aaaFortPlayerQuestScript).RandomRaid()
EndIf
EndIf
 
if (Tutorial.IsCompleted() && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
int random = Utility.RandomInt(1,100)
if (random >= 99 || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(72)))
((PlayerQuest as aaaFortPlayerQuestScript).RandomSpawnPoint()).PlaceActorAtMe(MerchantA)
EndIf
EndIf
 
if (Tutorial.IsCompleted() && !(PlayerQuest as aaaFortPlayerQuestScript).isRaid)
int random = Utility.RandomInt(1,100)
if (!scavengerNote && random < 50)
Debug.Notification("You've got a new message waiting for you at the Water Well.")
scavengerNote = true
ElseIf ((!forgeNote && random > 95) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(79)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
forgeNote = true
ElseIf ((!alchemyNote && random < 4) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(80)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
alchemyNote = true
ElseIf ((!hasDogmeat && random > 30 && random < 33 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(81)))
DogmeatRef.MoveTo((MainQuest as aaaFortMainQuestScript).marker)
DogmeatRef.Enable()
hasDogmeat = true
ElseIf ((!generalStore && random > 50 && random < 55 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(75)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
generalStore = true
ElseIf ((!mine && random > 70 && random < 74 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(76)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
mine = true
ElseIf ((!hasCaptain && random > 81 && random < 85 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(77)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
hasCaptain = true
ElseIf ((!innNote && random > 91 && random < 94 ) || ((MainQuest as aaaFortMainQuestScript).DebugMode && Input.IsKeyPressed(71)))
Debug.Notification("You've got a new message waiting for you at the Water Well.")
innNote = true
EndIf
EndIf
RegisterForSingleUpdate(randomFrequency)
EndEvent

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Gross.  Quests suck.

That script references yet another script - aaaFortMainQuestScript

And at this point I'd have to be able to see the quest 'cause I'm really not that good at this.

What did you think of my suggestion to just skip any scripting and simply modify one of the captains?

Or maybe contacting the author who - since they released their scripts - may be okay with helping you add an additional captain since they could just tell you how they did it.

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