Gnr Radio Static Question

Post » Mon Sep 20, 2010 4:46 am

During normal gameplay, GNR will have static until you fix the radio dish. You hear the static wherever you are, inside or outside. This doesn't seem to be the case with custom house mods. I have several house mods that have radio's and jukeboxes playing GNR but GNR is coming in crystal clear. The pipboy also plays the clear version of GNR. As soon as I go back out into any default location the radio will be static sound again.

My question is what needs to be done with custom interiors to have the radio's and pipboy play GNR with the static.
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Brooke Turner
 
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Post » Mon Sep 20, 2010 9:57 am

I've seen it done with scripts on doors, but if you allow fast travel indoors - I think it get screwed.

Leaving Wasteland:
if ( RadioGalaxyNewsRef01.GetDisabled == 0 )	RadioGalaxyNewsRef01.Disableendifif ( RadioGalaxyNewsRef02.GetDisabled == 0 )	RadioGalaxyNewsRef02.Disableendifif ( MS16Vault101ExternalRadioREF.GetDisabled == 0 )	MS16Vault101ExternalRadioREF.DisableendifRadioEnclaveRef.Disableif ( MS17RadioRef.GetDisabled == 0 )	MS17RadioRef.Disableendif

Returning to Wasteland:
;check stage in MQ09; if player hasn't left yet, enable radio again;otherwise check RRDestroy varif ( GetStage MQ09 < 60 )	RadioEnclaveRef.Enableelse	if ( MQ09.RRDestroy == 0 )		RadioEnclaveRef.Enable	endifendif;check whether player did MQ02 or not, and enable the proper refif ( GNRDishDone == 0 )	RadioGalaxyNewsRef01.Enableelseif ( GNRDishDone == 1 )	RadioGalaxyNewsRef02.Enableendif;Re-enable Agatha's station if that was running prior to entering the simif ( GetStageDone MS17 100 == 1 )	MS17RadioRef.Enableendif;finally, check if MS16 is running. If so, re-enable radio refif ( DLC05MZ1.DLC05MS16Check == 1 )	MS16Vault101ExternalRadioREF.Enableelseif ( DLC05Post.DLC05PQMS16Check == 1 )	MS16Vault101ExternalRadioREF.Enableendif

From Zeta's teleport door. If there's another way, I'd like to know too :)
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Red Bevinz
 
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