FO2 Script and quest

Discuss the creation and scripting of new fan-made games and mods for the Fallout series of games.
Post Reply
SerdarG
SDF!
SDF!
Posts: 12
Joined: Sat Feb 08, 2003 12:23 am

FO2 Script and quest

Post by SerdarG »

Hi,

How to add new request entry in PIP boy. I saw quest.msg and found
"Tell Karl..." for modoc quest. this glabal_valiable 108 and 109. Then
set them 1. But it's not appear in PIP boy. How to do this.



Thanks,



Serdar
User avatar
Red
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2085
Joined: Wed May 15, 2002 11:58 am
Location: Nowhere (important anyway)
Contact:

Post by Red »

Setting them to 1 won't actually update your current games.

You'll need to start a new game so that the variables are properly initialized (and then get the vault suit to get the pipboy...)
...
SerdarG
SDF!
SDF!
Posts: 12
Joined: Sat Feb 08, 2003 12:23 am

Post by SerdarG »

Are u sure? due to for exam

glabal_var=631 gives Modoc Jo first quest

if finished quest. set to 1 gives quest anytime. quest active again. I dont change glabal scripts count in game. on set in script. i changed other scripts. and scripts run correctly. for example after fnished gecko pow. plant optimize. i add to script "delete optimization data from VC. computer" its run very good.

my problem is how to align glabal_var(108) to quest text. i did not find it. quest texts file in "quest.msg". i think this file not correct. Because NCR quest not in file.

i set global_var(108) to 1 correctly. and chect it. it is 1.
User avatar
Red
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2085
Joined: Wed May 15, 2002 11:58 am
Location: Nowhere (important anyway)
Contact:

Post by Red »

Oh, so you made a script to set it to 1, yeah that works fine. It wasn't obvious in your first post, sorry.

The problem is that there is another file you need to tweak (or at least read to use properly: quest.txt (in data). This contains the values needed to make quests appear and get crossed out.

Global 109 isn't used in it, and setting 108 to 1 should make the quest dissapear entirely... Set it to 7 (or greater) to "solve" it.

(You do know you can solve this quest normally don't you?)

As for NCR quests, they are in the file, line 124.
...
SerdarG
SDF!
SDF!
Posts: 12
Joined: Sat Feb 08, 2003 12:23 am

Post by SerdarG »

yes now found.

data/quest.txt links to quest.msg

631,1 jo first quest begin, 2 quest fnished
631,2... what happened karl, 3fnished
631,4go to den say KARL, 5 fnished
User avatar
Red
Hero of the Glowing Lands
Hero of the Glowing Lands
Posts: 2085
Joined: Wed May 15, 2002 11:58 am
Location: Nowhere (important anyway)
Contact:

Post by Red »

I was very well aware of all that :p
...
Post Reply