Fallout 3: GOTY Game of the year edition



250 Results For QUST:SCTX 250 Max
; Abolitionist victory RewardXP 300 Player.RewardKarma 400 Set RadioGalaxyNewsQuest.MS06Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 MS06EnableEncounters.Enable MS06DisableNearbyCreatures.Enable CompleteAllObjectives MS06 StartQuest MS06Fin StopQuest MS06 addachievement 19
; all presents given ; trigger next stage setstage CG02 34
; all presents given ; trigger next stage setstage CG02 34
; all presents given ; trigger next stage setstage CG02 34
; all targets dead
; all targets dead or enslaved CompleteAllObjectives MS13
; all targets dead or enslaved setstage MS13 200
; all targets dead or enslaved setstage MS13 200
; all targets dead or enslaved setstage MS13 200
; all targets dead or enslaved setstage MS13 200
; all targets shot setObjectiveCompleted CG02 30 1 ; trigger dad to speak CG02RadroachREF.enable CG02DadREF.evp
; Amata gives the player the pistol CG04AmataREF.removeitem weap10mmPistol 1 CG04AmataREF.removeitem ammo10mm 10 ; remove it all player.additem weap10mmPistol 1 player.additem ammo10mm 36
; Amata spoke to player after Butch sweetroll "incident"
; Amata/Butch conv done ; start looping taunting scene (if player hasn't attacked them) if CG03.HitSnake == 0 set CG03.bullyStage to 1 endif
; Arkansas dead or enslaved
; Arkansas enslaved SetObjectiveCompleted MS13 1 1 setstage MS13 15 rewardXP 75 ArkansasRef.RemoveFromFaction MS13AlwaysMez ArkansasRef.AddToFaction MS13CantMez 0
; Arkansas killed SetObjectiveDisplayed MS13 1 0 setstage MS13 15
; Arkansas still at large SetObjectiveDisplayed MS13 1 1
; Armor is acquired without ever talking to Crowley RewardXP 300 CompleteAllObjectives MS14 StartQuest MS14fin Stopquest MS14
; at least one target enslaved addachievement 25
; begin animations CG00DadREF.evp CG00MomREF.evp CG00DoctorLiREF.evp ;imod FadeInFromWhiteISFX imod CG00BirthISFX imod CG00BirthBaseISFX player.addscriptpackage CG00PlayerSection0 set CG00.timer to 2 set CG00.runTimer to 1 TriggerScreenBlood 10 ; add baby crying sound playSound QSTBabyCry
; begin behemoth battle ; special handling in MQ01BehemothSCRIPT set MQ01BehemothREF.timer to 1 MQ01BehemothREF.enable ; move to bus explosion point MQ01BehemothREF.moveTo MQ01BehemothArriveMarker MQ01BehemothREF.evp MQ01BehemothArriveMarker.placeatme FakeMediumExplosion BehemothBusClipMarker.disable ;disable actorzone collision near buses
; beginning of emergency
; Behemoth dead set MQ01.speaker to 2 ; Vargas set MQ01.target to 0 ; nobody set MQ01.talking to 0 set MQ01.timer to 3; slight delay MQ01VargasREF.evp MQ01SarahREF.evp
; Behemoth is dead. Hand control back to MQ01 setstage MQ01 140
; Butch has spoken to player
; Butch scene done
; Butch's mom is dead
; cake scene is over CG02AmataREF.Say CG02CakeSpeech ; run "failsafe" timer set CG02.timer to CG02FailsafeTimer set CG02.runTimer to 1
; Cannibal hunters set FFERepeatB.encounterNumber to 75
; checkpoint scene done set MQ01.speaker to 0 ; control handed back to MQ01LD setstage MQ01LD 70
; Colvin in position, reporting to Sarah set MQ01.speaker to 4 ; Colvin set MQ01.target to 0 ; nobody -- talking over the radio set MQ01.talking to 0
; Colvin moves up -- him reaching point triggers stage 75 MQ01ColvinRef.evp
; crippling pip-boy tutorial ShowTutorialMenu HelpHealingLimbs
; crippling pip-boy tutorial ShowTutorialMenu HelpHealingLimbsXBox
; Crowley killed before all keys are collected ShowMessage MS14QuestFail CompleteAllObjectives MS14 StopQuest MS14 StartQuest MS14Fin
; Dad done talking to Jonas, he comes over to talk to you CG02DinerIntercomREF.setTalkingActivatorActor CG02DadREF.evp
; Dad leads you down the hall set CG01DadREF.doTalk to 0 CG01MainDoor.Unlock
; Dad leaves set CG01DadREF.doTalk to 0 CG01PlayroomDoor.setOpenState 0 CG01PlayroomDoor.Lock 100 ; failsafe CG01PlaypenGateREF.setOpenState 0 setstage CG01 20
; dad leaving playpen CG01DadREF.evp
; dad matches player's race and face CG01DadREF.MatchRace player CG02DadREF.MatchRace player CG03DadREF.MatchRace player MQDadREF.MatchRace player ; match face CG01DadREF.MatchFaceGeometry player CGMatchFace CG02DadREF.MatchFaceGeometry player CGMatchFace CG03DadREF.MatchFaceGeometry player CGMatchFace MQDadREF.MatchFaceGeometry player CGMatchFace
; Dad outside the playpen ; trigger dad talking set CG01DadREF.doTalk to 1 CG01PlaypenGateREF.setOpenState 0
; Dad returns to the room set CG01DadREF.timer to 1 set CG01DadREF.doTalk to 1 CG01PlayroomDoor.Unlock CG01PlayroomDoor.setOpenState 1 ; close exterior door CG01MainDoor.Lock 100 CG01MainDoor.setOpenState 0
; dad starts speech, everybody else stops clapping set CG02DadREF.doTalk to 1 ; close diner door CG02DinerExitREF.setOpenState 0
; Dad starts talking set CG00DadREF.doTalk to 1 set CG00DadREF.timer to 0 ; for now to synch with animation player.addScriptPackage CG00PlayerSection1
; dad talked to player player.additem CG02weapBBgun 1 player.additem ammoBB 50 player.equipitem CG02weapBBgun CG02TargetRangeDoorNEW.unlock EnablePlayerControls 1 1 1 1 1 ; everything available setObjectiveCompleted CG02 20 1
; Dad talks to Jonas through the intercom set CG02.intercomBeep to 0 ; turn off beeping set CG02.runTimer to 0
; Dad walks over to bible verse picture CG01DadREF.evp
; dialogue at checkpoint is through, and NPCs now run over ; to the school for their next blurb. MQ01SarahRef.evp MQ01VargasRef.evp MQ01ColvinRef.evp MQ01ReddinRef.evp
; discreetly move additional school mutant combatants into ... school MQ01SchoolMutant04.enable MQ01SchoolMutant05.enable MQ01SchoolMutant06.enable ; evp Colvin to get him to next package MQ01ColvinRef.evp
; done teaching SetQuestDelay MS01 0 ; back to default set MS01.townMob to 1 ; make sure they don't do normal behavior
; done with A1 set MQ01.speaker to 0 ; stop talking set MQ01ReddinRef.talk to 0 ; turn off Reddin talking ; trigger A2 MQ01VargasREF.evp MQ01ReddinRef.evp
; enable combatants MQ01GNRMutant01.enable MQ01GNRMutant02.enable MQ01GNRMutant03.enable MQ01GNRMutant04.enable MQ01GNRBoS01.enable MQ01GNRBoS02.enable MQ01GNRBoS03.enable MQ01GNRBoS04.enable
; Enabled when Final Gate is disabled by Prime SetStage MQ11 40
; end Amata scene set CG03.bullyStage to 0 CG03ButchREF.addToFaction playerFaction 0 CG03ButchREF.IgnoreCrime 1 CG03WallyMackREF.addToFaction playerFaction 0 CG03WallyMackREF.IgnoreCrime 1 CG03PaulHannonREF.addToFaction playerFaction 0 CG03PaulHannonREF.IgnoreCrime 1 CG03MrBrotchREF.evp ; make sure in the right package
; everybody in position -- Sarah and Vargas speak set MQ01.speaker to 2 ; Vargas set MQ01.target to 0 ; nobody (radio) set MQ01.talking to 0
; everybody look at player CG02AmataREF.look player ;CG02BeatriceREF.look player CG02ButchREF.look player CG02DadREF.look player CG02OldLadyPalmerREF.look player CG02OverseerREF.look player CG02PaulHannonREF.look player CG02Vault101Security04REF.look player ;CG02StevieMackREF.look player CG02WallyMackREF.look player ;CG02SusieMackREF.look player ;CG02ChristineKendallREF.look player
; everybody look at player CG02AmataREF.look player CG02ButchREF.look player CG02DadREF.look player CG02OldLadyPalmerREF.look player CG02OverseerREF.look player CG02PaulHannonREF.look player CG02Vault101Security04REF.look player CG02WallyMackREF.look player
; everybody stop looking at player CG02AmataREF.stoplook CG02ButchREF.stoplook CG02DadREF.stoplook CG02OldLadyPalmerREF.stoplook CG02OverseerREF.stoplook CG02PaulHannonREF.stoplook CG02Vault101Security04REF.stoplook CG02WallyMackREF.stoplook
; everyone in Big Town has died completeAllObjectives MS01 stopquest ms01 stopQuest MS01Crowd
; fail quest in this case (Red's back, and died, and the quest isn't complete yet) setstage MS01 250
; finish conversation MQ01ColvinRef.evp MQ01SarahRef.evp set MQ01.speaker to 4 ; Colvin set MQ01.target to 5 ; Sarah
; finish with behemoth entry sequence MQ01BehemothREF.evp
; finished rescue part of quest and got rewarded CompleteAllObjectives MS01 rewardXP 300 addachievement 14 set StickyRef.HasBigTownTopics to 1 ; set variables for when town should be killed if player leaves set MS01.killTownDay to GameDaysPassed + 2 set MS01.killTown to 1
; first part of schoolhouse scene done -- Colvin heading for the roof set MQ01.speaker to 0 set MQ01.talking to 0 MQ01SarahRef.evp MQ01ColvinRef.evp MQ01VargasRef.evp MQ01ReddinRef.evp
; Flak dead or enslaved
; Flak enslaved SetObjectiveCompleted MS13 4 1 setstage MS13 45 rewardXP 75 FlakRef.RemoveFromFaction MS13AlwaysMez FlakRef.AddToFaction MS13CantMez 0
; Flak killed SetObjectiveDisplayed MS13 4 0 setstage MS13 45
; Flak still at large SetObjectiveDisplayed MS13 4 1
; Gate #1 is disabled
; Gate #2 has been disabled.
; Gate 3 has been reached
; give pistol(s) to Overseer set CG04WeaponCount to player.GetItemCount weap10mmPistol player.removeitem weap10mmPistol CG04WeaponCount CG04OverseerREF.additemHealthPercent weap10mmPistol CG04WeaponCount .25 ; give ammo set CG04WeaponCount to player.GetItemCount ammo10mm player.removeitem ammo10mm CG04WeaponCount CG04OverseerREF.additem ammo10mm CG04WeaponCount
; give player pipboy player.additem pipboy 1 ResetPipboyManager ; party scene CG02DadREF.evp
; GNN scene done setEssential MQ01Reddin 0 setEssential MQ01Colvin 0 MQ01VargasRef.evp MQ01SarahRef.evp ; control handed back to MQ01LD setstage MQ01LD 105 set MQ01.timer to 2; wait to yell set MQ01.speaker to 0 ; Sarah
; GOAT is finished set CG03MrBrotchREF.doTalk to 0 CG03GoatSlidesREF.disable
; Got Amata's present player.additem BookSkillMelee 1
; Got Beatrice's present player.addNote CG02Note
; Got Stanley's present player.additem KIDHatPrewarCapKid 1
; got sweetroll player.additem CG02Sweetroll 1
; grabbing tutorial setStage CGTutorial 20
; Hannibal has asked player to get rid of super mutants
; help Amata RewardKarma 260
; how to enter VATS set CGTutorial.runTimer to 1 set CGTutorial.timer to 3
; how to fire weapon set CGTutorial.runTimer to 1 set CGTutorial.timer to 3
; how to pick up things ShowMessage CGTutorialPickUp
; how to sneak set CGTutorial.runTimer to 1 set CGTutorial.timer to 0
; if Amata still has the gun, she gives it to you now CG04AmataREF.removeitem weap10mmPistol 1 CG04AmataREF.removeitem ammo10mm 10 ; remove it all player.additemHealthPercent weap10mmPistol 1 .9 player.additem ammo10mm 30
; if player ignores Amata, end scene when enters classroom set CG03.AmataOutcome to 4 CG03ButchREF.evp CG03PaulHannonREF.evp CG03WallyMackREF.evp CG03AmataREF.evp setstage CG03 30
; if player skipped GOAT, skip "player turns in test" part setstage CG03 80
; If she has the pistol, she equips it now and pulls it out CG04AmataREF.equipItem weap10mmPistol 1 CG04AmataREF.setalert 1 CG04AmataREF.look CG04Vault101Security03REF 1 ; rotate to Mack ; start interrogation scene set CG04.InterrogationStage to 0 ; special version of scene where she has pistol ; Officer Mack shouts a warning CG04Vault101Security03REF.sayTo CG04OverseerREF CG04SecurityBarks
; in case you find Shorty first setObjectiveDisplayed MS01 25 1 setstage MS01 5
; Intercom starts beeping. Dad goes to answer it CG02DadREF.evp CG02Vault101Security02REF.evp CG02AmataREF.evp CG02DinerIntercomREF.setTalkingActivatorActor CG02JonasREF set CG02.intercomBeep to 1 set CG02.runTimer to 1
; interrogation scene done set CG04.InterrogationStage to 0 CG04AmataRef.setalert 0 CG04AmataRef.stoplook CG04AmataREF.evp CG04OverseerREF.evp if CG04Vault101Security03REF.getDetected player > 0 CG04Vault101Security03REF.say CG04SecurityBarks endif ; player somehow interrupted interrogation if CG04.AmataAction == 0 set CG04.AmataAction to 1 endif
; Joel - enable Enclave energy fence around Purity EnclavePurityDefensesMarker.enable EnclavePurityDefensesForcefieldsMarker.enable MQ05VertibirdLandREF.disable Mq05VertibirdLandREF02.disable EnablePlayerControls TaftExitRef.Unlock TaftEntranceRef.Unlock SetObjectiveCompleted MQ05 75 1 SetObjectiveDisplayed MQ05 80 1 SetStage MQ01LD 150
; move Amata to Overseer's office when player enters Vault101b CG04AmataRef.moveto CG04InterrogationAmataMarker ; Pip-Boy light tutorial setstage CGTutorial 100 ; trigger Atrium conversation CG04MaryHoldenREF.evp
; move refs into place set FFEUniqueA.encounterNumber to 1
; move refs into place set FFEUniqueA.encounterNumber to 10
; move refs into place set FFEUniqueA.encounterNumber to 11
; move refs into place set FFEUniqueA.encounterNumber to 12
; move refs into place set FFEUniqueA.encounterNumber to 13
; move refs into place set FFEUniqueA.encounterNumber to 14
; move refs into place set FFEUniqueA.encounterNumber to 15
; move refs into place set FFEUniqueA.encounterNumber to 17
; move refs into place set FFEUniqueA.encounterNumber to 18
; move refs into place set FFEUniqueA.encounterNumber to 19
; move refs into place set FFEUniqueA.encounterNumber to 2
; move refs into place set FFEUniqueA.encounterNumber to 20
; move refs into place set FFEUniqueA.encounterNumber to 3
; move refs into place set FFEUniqueA.encounterNumber to 4
; move refs into place set FFEUniqueA.encounterNumber to 5
; move refs into place set FFEUniqueA.encounterNumber to 6
; move refs into place set FFEUniqueA.encounterNumber to 7
; move refs into place set FFEUniqueA.encounterNumber to 8
; move refs into place set FFEUniqueA.encounterNumber to 9
; MQ11PartyBus01 is blowned up.
; MQ11PartyBus02 is blowned up.
; MQ11PartyBus03 is blowned up.
; MQ11PartyBus04 is blowned up.
; Mr. Brotch in classroom, ready to go ; stop combat player.scaonactor
; Mr. Brotch reaches position. Start his GOAT speech. set CG03MrBrotchREF.timer to .5 set CG03MrBrotchREF.doTalk to 1 CG03GoatSlidesREF.enable
; NPC packages pass for basement ambush MQ01SarahREF.evp MQ01VargasREF.evp MQ01ReddinREF.evp MQ01CitySuperMutant01REF.evp MQ01CitySuperMutant02REF.evp ; make them aggressive MQ01SarahRef.setav aggression 1 MQ01VargasREF.setav aggression 1 MQ01ReddinREF.setav aggression 1 MQ01ColvinREF.setav aggression 1 ; put them in MQ01 faction MQ01SarahRef.addtofaction MQ01BrotherhoodDCFaction 0 MQ01VargasREF.addtofaction MQ01BrotherhoodDCFaction 0 MQ01ReddinREF.addtofaction MQ01BrotherhoodDCFaction 0 MQ01ColvinREF.addtofaction MQ01BrotherhoodDCFaction 0 ; update quest objective setstage MQ01 50
; NPCs run off to the sniper's area MQ01SarahRef.evp MQ01VargasRef.evp MQ01ReddinRef.evp
; only do this if player is taking GOAT DisablePlayerControls SetObjectiveCompleted CG03 40 1
; only do this when the player was taking the GOAT EnablePlayerControls 1 1 0 SetObjectiveDisplayed CG03 70 1
; only give achievement if player actually took GOAT addachievement 2 ; make sure turning in test stuff advances set CG03.turnInCount to CG03.turnInCount + 1 set CG03.turnInTestConv to 0
; only necessary if quickstarting CG04 player.additem vaultsuit101 1 1
; only show message if quest is actually in progress showMessage MS13QuestFailedGrouseMessage CompleteAllObjectives MS13
; Overseer interrupts Dad set CG02DadREF.doTalk to 0 CG02OverseerREF.evp set CG02OverseerREF.doTalk to 1 set CG02OverseerREF.timer to .25
; Overseer walks up and "gives" player Pip-Boy CG02OverseerREF.evp
; PC has left the area, change packages HannibalHamlinRef.AddItem WithAmmoChineseAssaultRifleNPC 1 HannibalHamlinRef.AddItem CondCombatArmor 1 AlejandraTorresRef.AddItem WithAmmoChineseAssaultRifleNPC 1 BillSewardRef.AddItem WithAmmoChineseAssaultRifleNPC 1 LeroyWalkerRef.Disable MS06Slaver01Ref.Disable MS06Slaver02Ref.Disable MS06Slaver03Ref.Disable MS06Slaver04Ref.Disable MS06Slaver05Ref.Disable MS06Slaver06Ref.Disable MS06Slaver07Ref.Disable
; play animation CG04AmataREF.evp player.addscriptpackage CG04PlayerSection0 ; run timer for "wake up" animation set CG04.runTimer to 1 set CG04.timer to 6.3 ; make sure vault suit is equipped player.equipitem vaultsuit101 0 1 player.equipitem pipboy 0 1
; player allowed into Paradise Falls set DialogueParadiseFalls.PlayerPassedCheckpoint to 1
; player chooses face/body ShowRaceMenu set CG00.runTimer to 1
; player chooses gender player.addScriptPackage CG00PlayerSection2 ; run timer before starting dialogue again set CG00.runTimer to 1 set CG00.timer to 1
; player chooses name GetPlayerName player.addScriptPackage CG00PlayerSection3 ; run timer before starting dialogue again set CG00.runTimer to 1 set CG00.timer to 1
; player chose to take the GOAT SetObjectiveDisplayed CG03 40 1
; player convinces Butch to save mom himself CG04ButchRef.setav aggression 1 set CG04ButchREF.doTalk to 0 ; make Butch stop yelling for guard set CG04.ButchFriend to 1 set CG04.ButchEnemy to 0
; player has agreed to save Butch's mom set CG04ButchREF.doTalk to 0 ; make Butch stop yelling for guard set CG04.ButchFriend to 1 set CG04.ButchEnemy to 0
; player has all presents, start timer for intercom set CG02.timer to 10
; player has exited his apartment CG04RadroachAmbushAREF.enable ; display sneak tutorial setstage CGTutorial 90
; player has finished changing his character and exited the final vault door ; turn back on normal range of load screens SetLocationSpecificLoadScreensOnly 0 set CG04.runTimer to 1 set CG04.timer to 15
; player has hit Butch trigger zone CG04ButchRadroachREF.enable ; restrain Ellen CG04EllenDeloriaREF.setrestrained 1 ; make player an enemy of guards player.addToFaction Vault101SecurityEnemyFaction 0 ; make player an ally of Ellen faction (so she doesn't mind you hitting her) SetAlly CG04EllenFaction PlayerFaction ; make Butch friend of player (for combat purposes) SetAlly CG04ButchFamilyFaction PlayerFaction 1 1
; player has looked at pip-boy set CGTutorial.runTimer to 0
; player has spoken to Amata ; unlock door to vault exit (so guards can come in) Vault101ExitDoor.Unlock CG04Vault101AtriumToEntrance.Unlock ; make guards aggressive so they attack CG04Vault101Security07Ref.setav aggression 1 CG04Vault101Security08Ref.setav aggression 1
; player has spoken to Amata during/after interrogation scene setstage CG04 38 ; make sure interrogation scene ends now
; player has spoken to Jonas CG02DadRef.removeitem HatParty 1 CG02DadRef.moveto CG02DadMoveToMarker ; close and lock stairwell door CG02ReactorStairDoor.SetOpenState 0 CG02ReactorStairDoor.Lock 100
; player has spoken to Mr. Brotch about the GOAT ; turn on next objective SetObjectiveCompleted CG03 10 1 ; stop bullying scene set CG03.bullyStage to 0 ; make sure Tunnel Snakes come to class Set CG03.ButchHome to 1 Set CG03.WallyHome to 1 Set CG03.PaulHome to 1 ; Mr. Brotch CG03MrBrotchREF.evp ; Freddy CG03FreddieGomezREF.evp ; stop combat player.scaonactor ; no more fighting DisablePlayerControls 0 0 1 ; enable CG04 NPCs so they have time to load CG04ActorMarker.enable
; player has spoken to Overseer or killed him CG04AmataREF.evp
; player has talked to Amata EnablePlayerControls
; player has turned in GOAT to Mr. Brotch SetObjectiveCompleted CG03 70 1 SetObjectiveDisplayed CG03 80 1
; player in position for picture setObjectiveCompleted CG02 50 1 DisablePlayerControls ; stop Dad speech set CG02DadREF.doTalk to 0 ; trigger Jonas to speak CG02JonasREF.SayTo player CG02JonasSpeech 1
; player is sitting down CG03MrBrotchREF.evp ; stop combat player.scaonactor ; no more fighting DisablePlayerControls 0 0 1
; player is skipping GOAT SetObjectiveDisplayed CG03 80 1
; player makes Butch run away set CG04ButchREF.doTalk to 0 ; make Butch stop yelling for guard set CG04.ButchFriend to 0 set CG04.ButchEnemy to 1
; player says he won't help set CG04ButchREF.doTalk to 1 set CG04ButchREF.timer to 3 set CG04.ButchFriend to 0 set CG04.ButchEnemy to 1
; Post MQ01 battle MQ01CitySuperMutant01REF.disable MQ01CitySuperMutant02REF.disable MQ01AmbushMutantREF.disable MQ01SchoolMutant01.disable MQ01SchoolMutant02.disable MQ01SchoolMutant03.disable MQ01SchoolMutant04.disable MQ01SchoolMutant05.disable MQ01SchoolMutant06.disable MQ01GNRMutant01.disable MQ01GNRMutant02.disable MQ01GNRMutant03.disable MQ01GNRMutant04.disable MQ01GNRBoS01.disable MQ01GNRBoS02.disable MQ01GNRBoS03.disable MQ01GNRBoS04.disable MQ01GNRBoS05.disable MQ01BehemothREF.disable MQ01JenningsHelmet.disable MQ01CorpseWithFatmanRef.disable ; Move Lyon's Pride if ( MQ01SarahRef.GetDead == 0 ) MQ01SarahRef.Moveto CitLyonsPrideQuartersMARKER endif if ( MQ01VargasRef.GetDead == 0 ) MQ01VargasRef.Moveto CitLyonsPrideQuartersMARKER endif if ( MQ01ColvinRef.GetDead == 0 ) MQ01ColvinRef.Moveto CitLyonsPrideQuartersMARKER endif MQ01ReddinRef.Disable MQ01JenningsDeadRef.Disable ; Enable post MQ01 mutants xMarkPostMQ01MutantEnabler.enable colPostMQ01GNRCollision.enable
; Quest failed MS06EnableEncounters.Enable MS06DisableNearbyCreatures.Enable If LeroyWalkerRef.GetDead == 0 If HannibalHamlinRef.GetDead == 1 ShowMessage MS06QuestFailHannibal ElseIf CalebSmithRef.GetDead == 1 ShowMessage MS06QuestFailCaleb EndIf Else ShowMessage MS06QuestFail EndIf CompleteAllObjectives MS06 StopQuest MS06
; quest target tutorial done ShowMessage CGQuestTarget set CGTutorial.runTimer to 0
; quest targets set CGTutorial.runTimer to 1 set CGTutorial.timer to 5
; radroaches dead setObjectiveCompleted CG02 40 1 ; trigger dad to speak CG02DadREF.evp ; BB gun no longer quest item SetQuestObject CG02weapBBgun 0
; Red back in Big Town SetObjectiveCompleted MS01 30 1 SetObjectiveDisplayed MS01 50 1 RedREF.addToFaction DoctorsDialogueFaction 0 RedREF.addToFaction BigTownFaction 0 set RedREF.ArrivedAtBigTown to 1 set RedREF.followingPlayer to 0 RedREF.resethealth ; remove player from allied faction player.RemoveFromFaction MS01RescueFaction
; Red dead or enslaved
; Red enslaved SetObjectiveCompleted MS13 3 1 setstage MS13 35 rewardXP 75 RedRef.RemoveFromFaction MS13AlwaysMez RedRef.AddToFaction MS13CantMez 0
; Red has died ;turn off objectives about Rescuing Red SetObjectiveDisplayed MS01 30 0 SetObjectiveDisplayed MS01 50 0
; Red killed SetObjectiveDisplayed MS13 3 0 setstage MS13 35
; Red still at large SetObjectiveDisplayed MS13 3 1
; Reddin and Vargas conv done set MQ01.speaker to 0 set MQ01.talking to 0 MQ01ReddinRef.evp MQ01VargasRef.evp
; Reddin reaches first marker ; trigger conversation, sound MQ01BehemothArriveMarker.PlaySound3D NPCSuperMutantBehemothTauntDemo ; start scene between Reddin and Vargas set MQ01.speaker to 3 ; Reddin set MQ01.target to 2 ; Vargas set MQ01.timer to 1 ; pause for sound MQ01VargasRef.evp ; start running towards behemoth MQ01SarahRef.evp ; stop conversation with captain
; Remove Lyons Pride NPCs from GNR faction (so they don't pick up GNR dialogue) MQ01SarahRef.removefromfaction MQ01BrotherhoodDCFaction MQ01VargasREF.removefromfaction MQ01BrotherhoodDCFaction MQ01ReddinREF.removefromfaction MQ01BrotherhoodDCFaction MQ01ColvinREF.removefromfaction MQ01BrotherhoodDCFaction
; remove player from allied faction if Red is rescued or back player.RemoveFromFaction MS01RescueFaction
; repeat suggestion to pick up something ShowMessage CGTutorialPickUpReminder
; repeat suggestion to pick up something ShowMessage CGTutorialPickUpReminder
; run timer for Amata scene set CG04.runTimer to 1 set CG04.timer to .5 CG04Vault101Security07Ref.say CG04SecurityBarks 1
; Sarah done talking -- if Supermutant dead, go on to stage 72 set MQ01.speaker to 0 set MQ01.noLook to 0 ; back to default if MQ01AmbushMutantRef.GetDead == 1 setstage MQ01 72 endif
; Sarah done talking ; run timer before Fatman shout set MQ01.speaker to 0 set MQ01.timer to 5
; Sarah done talking set MQ01.speaker to 0
; Sarah done talking to player ; trigger Sarah to speak to Vargas set MQ01.speaker to 5 ; Sarah set MQ01.target to 2 ; Vargas set MQ01.timer to 2
; Sarah done with conv with commander (just used as a variable)
; Sarah shout about fatman set MQ01.speaker to 5 ; Sarah set MQ01.target to 1; player set MQ01.talking to 0
; Sarah shouts to take cover set MQ01.speaker to 5 ; Sarah set MQ01.target to 1; player set MQ01.talking to 0
; Sarah/Vargas exchange done set MQ01.speaker to 0 ; stop talking ; trigger Vargas to get up MQ01VargasREF.evp MQ01SarahREF.evp setstage MQ01 150
; scene A2 done MQ01ReddinRef.evp MQ01VargasRef.evp
; School combat is over - hand control to Kurt to do the ; pre-GNR battle dialogue between Lyon's Pride NPCs setstage MQ01 80
; Schoolhouse mutants all dead ; wait to start schoolhouse scene (trigger zone) ; make Lyons Pride passive (so don't aggro on GNR mutants) MQ01SarahRef.setav aggression 0 MQ01VargasRef.setav aggression 0 MQ01ReddinRef.setav aggression 0 MQ01ColvinRef.setav aggression 0 ; make them unhelpful so they don't join GNR battle early MQ01SarahRef.setav assistance 0 MQ01VargasRef.setav assistance 0 MQ01ReddinRef.setav assistance 0 MQ01ColvinRef.setav assistance 0 ; heal everybody MQ01SarahRef.resetHealth MQ01VargasRef.resetHealth MQ01ReddinRef.resetHealth MQ01ColvinRef.resetHealth
; schoolhouse scene done set MQ01.speaker to 0 set MQ01.talking to 0 ; make Lyons Pride aggressive again MQ01SarahRef.setav aggression 1 MQ01VargasRef.setav aggression 1 MQ01ReddinRef.setav aggression 1 MQ01ColvinRef.setav aggression 1 ; make them help allies again MQ01SarahRef.setav assistance 1 MQ01VargasRef.setav assistance 1 MQ01ReddinRef.setav assistance 1 MQ01ColvinRef.setav assistance 1 ; control handed back to MQ01LD setstage MQ01LD 92 setstage MQ01LD 95
; security guard has killed all the radroaches player.addToFaction Vault101SecurityEnemyFaction 0 CG04Vault101Security02REF.evp
; set start time so you come out during the day set gamehour to 6 set gameyear to 2277 set gamemonth to 7 set gameday to 17 set gamedayspassed to 5.25 ; Friday, 6 am
; set up CG02 setstage CG02 5 player.moveto CG02PlayerStartMarker
; set when player enters menu mode
; set when player exits menu mode player.addScriptPackage CG00PlayerSection4
; Sets globals for Fortune Finder perk Set FortuneFinderOdds to 90 Set FortuneFinderChangeOdds to 90
; Sets globals for Scrounger perk Set ScroungerOdds to 25
; Shorty back in Big Town ShortyREF.addToFaction BigTownFaction 0 set ShortyREF.followingPlayer to 0 set ShortyREF.ArrivedAtBigTown to 1 SetObjectiveCompleted MS01 40 1 SetObjectiveCompleted MS01 45 1 ShortyREF.resethealth
; Shorty has died ;turn off objectives about Rescuing Shorty SetObjectiveDisplayed MS01 40 0 SetObjectiveDisplayed MS01 45 0
; slaver victory RewardXP 300 Player.RewardKarma -400 Set RadioGalaxyNewsQuest.MS06Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 MS06EnableEncounters.Enable MS06DisableNearbyCreatures.Enable SetObjectiveCompleted MS06 70 1 SetAlly SlaverMemorialFaction PlayerFaction 1 Set MS06.TempleDeadCount to 6 CompleteAllObjectives MS06 StartQuest MS06Fin StopQuest MS06 addachievement 19
; somehow ended the scene set CG03.bullyStage to 0
; stage set by OnDeath block in MQ01CityMutant01 setstage MQ01 55 MQ01ColvinREF.evp
; Stage to handle gate being shut down
; Start "real" battle at GNR ; handle factions to begin "real" combat at GNR arena SetEnemy MQ01BrotherhoodDCFaction MQ01SupermutantsGNR
; start checkpoint scene ; Sarah speak to sniper set MQ01.speaker to 5 ; Sarah set MQ01.target to 4 ; Colvin set MQ01.noLook to 1 ; Colvin don't look at Sarah set MQ01.timer to 0 set MQ01.talking to 0 ; get Reddin into position MQ01ReddinRef.evp
; start final scene set MQ01.timer to 3 MQ01GNRBoS04.evp
; start interrogation looping scene set CG04.InterrogationStage to 4 ; overseer tells Mack to hit her
; start scene between Reddin and Vargas set MQ01.speaker to 3 ; Reddin set MQ01.target to 2 ; Vargas set MQ01.timer to 3 ; pause first set MQ01.talking to 0 MQ01SarahRef.evp MQ01VargasRef.evp MQ01ColvinRef.evp MQ01ReddinRef.evp MQ01GNRBoS05.evp
; start scene outside GNR ;We close any objective that is no longer needed at this point SetObjectiveCompleted MQ01 10 1 SetObjectiveCompleted MQ01 20 1 SetObjectiveCompleted MQ01 25 1 SetObjectiveCompleted MQ01 30 1 SetObjectiveCompleted MQ01 40 1 ; found GNR SetObjectiveDisplayed MQ01 70 1 ; new objective: speak to Three Dog set MQ01.timer to 3 ; failsafe -- reset aggression ; make Lyons Pride aggressive again MQ01SarahRef.setav aggression 1 MQ01VargasRef.setav aggression 1 MQ01ReddinRef.setav aggression 1 MQ01ColvinRef.setav aggression 1 ; start failsafe timer set MQ01.failsafeTimer to 60
; start schoolhouse scene with Brotherhood of Steel set MQ01.speaker to 5 ; Sarah set MQ01.target to 4 ; Colvin set MQ01.talking to 0
; stop talking set CG03DadREF.doTalk to 0 ; trigger dad to force-greet CG03DadRef.evp
; Susan Lancaster dead or enslaved
; Susan Lancaster enslaved ;NOTE: only set to 3 (enslaved) IF SL == 0, otherwise if you convinced her (SL == 1) in MS12, and then enslave her and then release her, the quest won't think she has been convinced. if MS12.SL == 0 set MS12.SL to 3 endif SetObjectiveCompleted MS13 2 1 setstage MS13 25 rewardXP 75 SusanLancasterRef.RemoveFromFaction MS13AlwaysMez SusanLancasterRef.AddToFaction MS13CantMez 0
; Susan Lancaster killed SetObjectiveDisplayed MS13 2 0 setstage MS13 25
; Susan Lancaster still at large SetObjectiveDisplayed MS13 2 1
; taking up firing positions for schoolhouse ambush set MQ01.speaker to 0 set MQ01.talking to 0 MQ01SarahRef.evp MQ01ColvinRef.evp MQ01VargasRef.evp MQ01ReddinRef.evp
; Talon Company patrol set FFERepeatB.encounterNumber to 76
; teach guns set MS01.shoot to 1 ShortyRef.addItem NPCsettlerGun 1 BittercupRef.addItem NPCsettlerGun 1 FlashRef.addItem NPCsettlerGun 1 RedRef.addItem NPCsettlerGun 1 PappyRef.addItem NPCsettlerGun 1 TimebombRef.addItem NPCsettlerGun 1 KimbaRef.addItem NPCsettlerGun 1 StickyRef.addItem NPCsettlerGun 1 ;enable the shooting range havoc objects xMS01ShootingRangeToggle.enable set MS01.townMob to 1 ; make sure they don't do normal behavior set ms01.townEVP to 1
; teach mines setQuestDelay MS01 .01 set ms01.Mine to 1 set ms01.townEVP to 1 player.additem weapMineFrag 1
; teach robots set ms01.robot to 1 set ms01.townEVP to 1 MS01Protectron1Ref.setDestroyed 0 MS01Protectron2Ref.setDestroyed 0
; teach sneak set MS01.sneak to 1 set ms01.townEVP to 1
; The supermutants have been defeated setstage MQ01 100
; This stage exists to time mutants in the school ; to get into place and attack BoS crossing the street ; just in case, finish checkpoint conv (in case player runs ahead): setstage MQ01 75 MQ01SchoolMutant01.enable MQ01SchoolMutant02.enable MQ01SchoolMutant03.enable MQ01SchoolMutant01.evp MQ01SchoolMutant02.evp MQ01SchoolMutant03.evp
; this stage is set if you know about Red or Shorty ; used to conditionalize "failure" objective appearing
; This stage is triggered when the player and NPCs ; are all at the checkpoint - hand control to Mark setstage MQ01 70
; trigger Amata scene CG04AmataREF.moveto CG04AmataAtVaultDoorMarker CG04AmataREF.evp ; make sure secret door is open CG04SecretDoorREF.setopenstate 1 ; turn off timer set CG04.runTimer to 0
; trigger Amata to start walking towards Tunnel Snakes CG03AmataREF.evp
; trigger Andy to start cutting cake CG02AndyREF.evp ; for now, end the scene here: CG02AndyREF.SayTo CG02AmataREF CG02CakeSpeech
; trigger interrogation scene CG04AmataREF.evp ; make sure door is closed CG04SecurityCenterDoor.setOpenState 0
; trigger mutants in basement ambush ; make ambush mutants aggressive MQ01CitySuperMutant01REF.setav aggression 2 MQ01CitySuperMutant02REF.setav aggression 2 ; make them move towards player MQ01CitySuperMutant01REF.evp MQ01CitySuperMutant02REF.evp
; Triggered by Animal Friend perk, rank 2 SetAlly AnimalFriendFaction PlayerFaction
; triggered by Intense Training perk rank 1 AddSpecialPoints 1
; triggered by Intense Training perk rank 10 AddSpecialPoints 1
; triggered by Intense Training perk rank 2 AddSpecialPoints 1
; triggered by Intense Training perk rank 3 AddSpecialPoints 1
; triggered by Intense Training perk rank 4 AddSpecialPoints 1
; triggered by Intense Training perk rank 5 AddSpecialPoints 1
; triggered by Intense Training perk rank 6 AddSpecialPoints 1
; triggered by Intense Training perk rank 7 AddSpecialPoints 1
; triggered by Intense Training perk rank 8 AddSpecialPoints 1
; triggered by Intense Training perk rank 9 AddSpecialPoints 1
; Triggered by the Animal Friend perk, rank 1 ; make the player friends with everybody in the AnimalFriendFaction SetAlly AnimalFriendFaction PlayerFaction 1 1
; Triggered by the Explorer perk ShowAllMapMarkers 1 0 0
; Triggered by the Here and Now perk Set Generic.HereAndNowXP to GetXPForNextLevel Player.RewardXP Generic.HereAndNowXP
; Triggered by the Tag! perk. AddTagSkills 1
; Tunnel Snakes notice Amata and start teasing her ;CG03ButchREF.evp CG03PaulHannonREF.evp CG03WallyMackREF.evp
; turn off CG04 actors CG04ActorMarker.disable CG04AllenMackREF.disable CG04TomHoldenREF.disable CG04MaryHoldenREF.disable CG04StanleyREF.disable
; unlock main door to reactor level ;Vault101dDoorToE.unlock ; guard runs in to see what's going on if CG04Vault101Security05REF.getDead == 0 CG04Vault101Security05REF.moveto CG04ReactorGuardStartMarker CG04Vault101Security05REF.addscriptpackage CG04GuardRunIntoReactorRoom elseif CG04Vault101Security01REF.getDead == 0 CG04Vault101Security01REF.moveto CG04ReactorGuardStartMarker CG04Vault101Security01REF.addscriptpackage CG04GuardRunIntoReactorRoom elseif CG04Vault101Security02REF.getDead == 0 CG04Vault101Security02REF.moveto CG04ReactorGuardStartMarker CG04Vault101Security02REF.addscriptpackage CG04GuardRunIntoReactorRoom elseif CG04Vault101Security03REF.getDead == 0 CG04Vault101Security03REF.moveto CG04ReactorGuardStartMarker CG04Vault101Security03REF.addscriptpackage CG04GuardRunIntoReactorRoom endif
; Vargas and Reddin have talked, head back to checkpoint MQ01VargasRef.evp MQ01ReddinRef.evp
; Vargas sitting MQ01SarahREF.evp ; make player no longer friends with DC brotherhood SetEnemy MQ01BrotherhoodDCFaction PlayerFaction 1 1 ; neutral
; Vargas sitting, Sarah nearby ; trigger Sarah/Vargas conversation set MQ01.talking to 0 set MQ01.speaker to 5 ; Sarah set MQ01.target to 2 ; Vargas
; Vargas talks to Reddin as they leave set MQ01.speaker to 2 set MQ01.target to 3 ; Reddin set MQ01.timer to 1 set MQ01.talking to 0 ; make sure Reddin isn't still talking set MQ01ReddinRef.talk to 0 ; control handed back to MQ01LD setstage MQ01LD 60
; Vargas/Sarah greeting done ; Vargas gives closing line
; Vault door has finished opening, trigger Amata force-greet CG04AmataREF.evp




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