[REQ] Killing Omerta's closes casino and rids NV of prosttut

Post » Tue Jul 27, 2010 8:17 pm

I found it immersion breaking that when I kill all the leaders of a casino and wipe out all employee's such as the Omerta's that there were still prosttutes outside and inside in addition to the patrons. So, I am requesting a mod that detects when all the leaders are dead and removes the prosttutes from outside New Vegas and closes the casino, failing any quests related to it inside.
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Rozlyn Robinson
 
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Post » Tue Jul 27, 2010 5:05 pm

I found it immersion breaking that when I kill all the leaders of a casino and wipe out all employee's such as the Omerta's that there were still prosttutes outside and inside in addition to the patrons. So, I am requesting a mod that detects when all the leaders are dead and removes the prosttutes from outside New Vegas and closes the casino, failing any quests related to it inside.


Doesnt whats his face take over? plus there arent really any prossies, they are just dancers who say nice things...
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Jonny
 
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Post » Tue Jul 27, 2010 12:19 pm

Id like to see bloodbaths force the shutdown of the casino.
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Julie Serebrekoff
 
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Post » Tue Jul 27, 2010 10:06 pm

Doesnt whats his face take over? plus there arent really any prossies, they are just dancers who say nice things...


No, I killed Cachino as well. I wiped them all out.
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..xX Vin Xx..
 
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Post » Tue Jul 27, 2010 8:54 pm

Another Omerta likely took over. They are a large faction.
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Katy Hogben
 
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Post » Wed Jul 28, 2010 12:52 am

Doesn't cleaning it up defeat the purpose of Vegas? :P

I see what you're saying, and it doesn't sound too difficult actually, but I recommend you try doing it yourself. It'll be decent practice with the GECK. I'm not saying "Don't request stuff.", but at least give it a shot yourself if nobody wants the same mod as you do, modders mod primarily for themselves after all, at least I usually mod what I want to mod, I rarely do requests unless they're really easy and quick to do or they interest me as well.
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Janine Rose
 
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Post » Wed Jul 28, 2010 1:10 am

This falls under the full endorsemant act of me. :D

Hi ya, DT :wave: :)
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Mimi BC
 
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Post » Tue Jul 27, 2010 9:16 pm

Doesnt whats his face take over? plus there arent really any prossies, they are just dancers who say nice things...

They make me feel better about myself with such generous comments. :celebration:
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FLYBOYLEAK
 
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Post » Tue Jul 27, 2010 8:59 pm

This falls under the full endorsemant act of me. :D

Hi ya, DT :wave: :)


Hey andy what's up! Good to see some of the old schooler's still here!

@ Urge: I would mod it myself, however I think this is way above my paygrade :(
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Holli Dillon
 
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Post » Tue Jul 27, 2010 11:47 pm

it actually should be simple. Been toying with something which is similar in practice. Once a condition is met, all references are disabled. I assume killing Omerta is part of a quest, or has some script already associated with it? If so, tag one prosttute as a persistent reference, and enable it as a parent of all other prosttutes. Then go into that script and run prosttute.disable (where prosttute is whatever reference id you gave him/her). Then voila they are all gone.

At most I am guessing around 40 npcs would have to be changed consisting of two clicks apiece, or one if you highlight them and do it in a single pass. Then just add in that single disable. http://geck.gamesas.com/index.php/Reference#Activate_Parents is a pretty good starting point. Used it myself to learn the commands.

At least thats how I would approach it. But such a mod doesnt really interest me :P
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Cheryl Rice
 
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Post » Tue Jul 27, 2010 8:50 pm

it actually should be simple. Been toying with something which is similar in practice. Once a condition is met, all references are disabled. I assume killing Omerta is part of a quest, or has some script already associated with it? If so, tag one prosttute as a persistent reference, and enable it as a parent of all other prosttutes. Then go into that script and run prosttute.disable (where prosttute is whatever reference id you gave him/her). Then voila they are all gone.

At most I am guessing around 40 npcs would have to be changed consisting of two clicks apiece, or one if you highlight them and do it in a single pass. Then just add in that single disable. http://geck.gamesas.com/index.php/Reference#Activate_Parents is a pretty good starting point. Used it myself to learn the commands.

At least thats how I would approach it. But such a mod doesnt really interest me :P


Dang, well maybe when I get TUPAM working and get some more time I can mess around with it. Most likely would never be able to figure it out though.
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neen
 
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Post » Wed Jul 28, 2010 4:15 am

Ah hell, a mixture of boredom, and my like of the Tupam mod from fallout 3(not yet tried nv one, dl'd it but been modding more then playing as of late) made me whip something up. Please note, its an extreme beta. I have not done any quests concerning the Omerta's so testing is a wee bit problematic.

What I did is set VMS21BigSalREF as parent of any npcs with the prosttute label in cell gomorrah01. About 5 npcs. When you complete the quest and kill big sal all prosttutes in that cell ought to disappear. (Perhaps they fled for their lives?). I am assuming that vms21bigsalRef is one of the npcs you have to kill during that quest.

If it works as intended you can look at what I did to those prosttutes, (Setting parent to big sal ref), and simply tag any prosttutes you feel ought to removed as well.

Anyhow if your still interested in the idea I can throw it on nexus or email it to you.
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jasminĪµ
 
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Post » Tue Jul 27, 2010 8:33 pm

Ah hell, a mixture of boredom, and my like of the Tupam mod from fallout 3(not yet tried nv one, dl'd it but been modding more then playing as of late) made me whip something up. Please note, its an extreme beta. I have not done any quests concerning the Omerta's so testing is a wee bit problematic.

What I did is set VMS21BigSalREF as parent of any npcs with the prosttute label in cell gomorrah01. About 5 npcs. When you complete the quest and kill big sal all prosttutes in that cell ought to disappear. (Perhaps they fled for their lives?). I am assuming that vms21bigsalRef is one of the npcs you have to kill during that quest.

If it works as intended you can look at what I did to those prosttutes, (Setting parent to big sal ref), and simply tag any prosttutes you feel ought to removed as well.

Anyhow if your still interested in the idea I can throw it on nexus or email it to you.


I'm definietly interested in the idea, it's just that I am way out of my league when it comes to this kind of thing lol. Much different then attaching scripts to objects and changing enchantment effects.

Note, don't forget to get the updated version of TUPAM: NV, some pretty big bug fixes with that one and another fix inc soon. Also if u like it endorse it lol!
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Timara White
 
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Post » Tue Jul 27, 2010 1:51 pm

Ok http://www.newvegasnexus.com/downloads/file.php?id=36838

It should work. Simply kill big sal during the quest, and the scripting logic already in the game disables him. Thus disabling the prosttutes I have tagged.

If it works as advertised feel free to tag any other people you want removed.

edit: Nabbed your latest tupam file, cant wait to try it out. Getting power armor in nv seems much more difficult compared to fo3 though. A thought, any mods you recomend to go with it?

Mildly concerned with game balance. In fo3 pretty much any enemies of note had power armor, making the playing field somewhat level. Although, I notice the fiends in this game are much more heavily armed then raiders, so balance might not be an issue.
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jadie kell
 
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Post » Tue Jul 27, 2010 3:58 pm

Ok http://www.newvegasnexus.com/downloads/file.php?id=36838

It should work. Simply kill big sal during the quest, and the scripting logic already in the game disables him. Thus disabling the prosttutes I have tagged.

If it works as advertised feel free to tag any other people you want removed.

edit: Nabbed your latest tupam file, cant wait to try it out. Getting power armor in nv seems much more difficult compared to fo3 though. A thought, any mods you recomend to go with it?

Mildly concerned with game balance. In fo3 pretty much any enemies of note had power armor, making the playing field somewhat level. Although, I notice the fiends in this game are much more heavily armed then raiders, so balance might not be an issue.


I use the realistic headshots mod as it makes headshots much more deadly. It also means a couple shots to the head even with power armor can equal a death. Also Phalanx and Arwen's realism mod. I also play on at least hard. I'l test this mod out. There are several prosttutes outside Gommorah and in the courtyard as well. I'll see if it removes them in addition to the 5 you did.
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Craig Martin
 
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