Problem with Script: VERT5AlienWW

Post » Thu Jun 14, 2012 10:11 am

Why hello there ^^

I got a little problem with the "VERT5AlienWW"-Script.
First of all I use Project Nevada Equipment 2.5 and it seems there is a problem in the PN-Script of 2.5.
This also told me the moderator of the project nevada site on nexus.

I already solved the problem of this script but I want to do another thing which was my motivation to look into this script before:

I tried to spawn the other weapon (which only appears without "Wild Wasteland") but all tries to trigger this coding failed :(

If Player.HasPerk WildWasteland == 1		VERT5MercBossDEADREF.Enable		EnclaveCrateContainerJohnson.AddItem WeapNVGaussRifleUnique 1		EnclaveCrateContainerJohnson.Lock 99Elseif Player.HasPerk WildWasteland != 1		EnclaveCrateContainer01REF.AddItem WeapAlienBlaster 1		EnclaveCrateContainer01REF.AddItem AmmoAlienPowerCell 1		EnclaveCrateContainer01REF.AddItem LootAmmoAlienPowerCellWW 1		EnclaveCrateContainer01REF.Lock 99		EnclaveCrateContainer02REF.AddItem PNxEWeapAlienBlasterClean 1		EnclaveCrateContainer02REF.AddItem PNxEAmmoAlienPowerModule 1		EnclaveCrateContainer02REF.AddItem PNxELootAmmoAlienPowerModuleWW 1		EnclaveCrateContainer02REF.Lock 99Endif

It would work so that the Unique Gauss Rifle would be placed in Cannibal Johnsons Cave with a Dummy of the Merc who carried this weapon. Seems Johnson found something to eat XD
After that the weapon should be go into the enclave box of Johnson and should be locked very hard.

If the player hasn't "Wild Wasteland" then should the alien weapons (even the one of Project Nevada") spawn in the 2 boxes of the remnants bunker.

Well I only wrote the order to start the Quest into "VERT5AlienWW":
		   	If Player.GetItemCount WeapAlienBlaster >= 1	   startquest PNxEAlienEncounterWeaponSpawn	   Set bEventFinished to 1Endif

The quest should trigger the SCRIPT with a similar coding like above but it doesn't do SO :(

I also tried to use the coding from above directly in "VERT5AlienWW" but if I make such changes the whole encounter of the aliens doesn't trigger maybe because of the fact it is a object script.

I have no idea why the quest is not starting or the quest script but everything looks normal.
The quest has the script, I set priority to 60 and the script delay to 0.0100.

Can anyone help me?

Cheers
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Mrs. Patton
 
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Post » Wed Jun 13, 2012 11:26 pm

Well here is the fixed "VERT5AlienWW" Script.
Scn	VERT5AlienWWScript; - JorgeShort	bPlayerEntersShort	bEventFoundShort	bEventFinishedShort	iCountFloat fTimerBegin OnLoad	If bEventFinished != 1		Set bPlayerEnters to 1	Else		Disable		MarkForDelete	EndifEndBegin GameModeIf bEventFinished != 1	If bPlayerEnters == 1		If Player.HasPerk WildWasteland == 1			If bEventFound != 1				If GetDistance Player >= 6000 || VERT5AlienShipREF.GetDisabled != 1					Set fTimer to ( fTimer + GetSecondsPassed )					If iCount < 1						VERT5AlienShipREF.Enable						Set iCount to 1					Elseif iCount == 1 && fTimer >= 0.5						VERT5AlienCaptainREF.Enable						Set iCount to 2						Return					Elseif iCount == 2 && fTimer >= 1						VERT5Alien01REF2.Enable						Set iCount to 3						Return					Elseif iCount == 3 && fTimer >= 1.5						VERT5Alien02REF.Enable						Set bEventFound to 1						Set iCount to 0						Return					Endif				Endif			Else				If Player.GetItemCount WeapAlienBlaster >= 1					Set bEventFinished to 1				Endif			Endif		Elseif Player.HasPerk WildWasteland != 1			If bEventFound != 1				If GetDistance Player >= 6000 || VERT5MercBossREF.GetDisabled != 1					Set fTimer to ( fTimer + GetSecondsPassed )					If iCount < 1						VERT5MercBossREF.Enable						Set iCount to 1					Elseif iCount == 1 && fTimer >= 0.5						VERT5Merc01REF.Enable						Set iCount to 2						Return					Elseif iCount == 2 && fTimer >= 1						VERT5Merc02REF.Enable						Set iCount to 3						Return					Elseif iCount == 3 && fTimer >= 1.5						VERT5Merc03REF.Enable						Set iCount to 4						Return					Elseif iCount == 4 && fTimer >= 2						VERT5Merc04REF.Enable						Set bEventFound to 1						Set iCount to 0						Return					Endif				Endif			Else				If Player.GetItemCount WeapNVGaussRifleUnique >= 1					Set bEventFinished to 1				Endif			Endif		Endif	EndifEndifEnd

I just deleted the 2 entries of Project Nevada Equipment since the whole Encounter didn't want to trigger with those 2 lines in it:
VERT5Alien01REF.RemoveItem PNxEWeapAlienPistolVERT5Alien01REF.AddItem PNxEWeapAlienRifle

As you can see in my new coding above that I just use "VERT5Alien01REF2.Enable". It is a new alien type I created only for Project Nevada Equipment to solve the problem with this script.
It is called "PNxECrAlien" and has the same inventory as the normal "CrAlien" which is modified by Project Nevada Equipment.
The new alien just carries NOT the pistol it uses the rifle instead.

So the script works fine with the new type of alien and everything behave like it should originally in Project Nevada when a look is taken on the original coding.

But the problem that NO "Additem" or "RemoveItem" can be used without driving the Script NOT to work is a bit nervy.
This problem also make it impossible to spawn the weapon which only should appear if the player has or has not the Wild Wasteland-Perk.

I deleted all codings of the tries to implement such a easter egg function but I would be very happy if someone has a explanation why those code don't work or a solution to get it to work :smile:

I just want to get the possibilty to receive all 2 of this perk-bound weapons :/

Cheers
AltDunmer :)
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Dawn Porter
 
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Joined: Sun Jun 18, 2006 11:17 am

Post » Thu Jun 14, 2012 11:28 am

Is there no chance to get this additional weapon spawn on the encounter zone of the aliens or rather the mercs running? :(
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Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am


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