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For QUST:SCTX

NumberEDIDText
1MS06; 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
2CG02; all presents given ; trigger next stage setstage CG02 34
3CG02; all presents given ; trigger next stage setstage CG02 34
4CG02; all presents given ; trigger next stage setstage CG02 34
5MS13; all targets dead
6MS13; all targets dead or enslaved CompleteAllObjectives MS13
7MS13; all targets dead or enslaved setstage MS13 200
8MS13; all targets dead or enslaved setstage MS13 200
9MS13; all targets dead or enslaved setstage MS13 200
10MS13; all targets dead or enslaved setstage MS13 200
11CG02; all targets shot setObjectiveCompleted CG02 30 1 ; trigger dad to speak CG02RadroachREF.enable CG02DadREF.evp
12CG04; 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
13CG02; Amata spoke to player after Butch sweetroll "incident"
14CG03; Amata/Butch conv done ; start looping taunting scene (if player hasn't attacked them) if CG03.HitSnake == 0 set CG03.bullyStage to 1 endif
15MS13; Arkansas dead or enslaved
16MS13; Arkansas enslaved SetObjectiveCompleted MS13 1 1 setstage MS13 15 rewardXP 75 ArkansasRef.RemoveFromFaction MS13AlwaysMez ArkansasRef.AddToFaction MS13CantMez 0
17MS13; Arkansas killed SetObjectiveDisplayed MS13 1 0 setstage MS13 15
18MS13; Arkansas still at large SetObjectiveDisplayed MS13 1 1
19MS14; Armor is acquired without ever talking to Crowley RewardXP 300 CompleteAllObjectives MS14 StartQuest MS14fin Stopquest MS14
20MS13; at least one target enslaved addachievement 25
21CG00; 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
22MQ01LD; 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
23CG00; beginning of emergency
24MQ01; 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
25MQ01LD; Behemoth is dead. Hand control back to MQ01 setstage MQ01 140
26CG04; Butch has spoken to player
27CG02; Butch scene done
28CG04; Butch's mom is dead
29CG02; cake scene is over CG02AmataREF.Say CG02CakeSpeech ; run "failsafe" timer set CG02.timer to CG02FailsafeTimer set CG02.runTimer to 1
30FFERepeatB; Cannibal hunters set FFERepeatB.encounterNumber to 75
31MQ01; checkpoint scene done set MQ01.speaker to 0 ; control handed back to MQ01LD setstage MQ01LD 70
32MQ01; 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
33MQ01; Colvin moves up -- him reaching point triggers stage 75 MQ01ColvinRef.evp
34CGTutorial; crippling pip-boy tutorial ShowTutorialMenu HelpHealingLimbs
35CGTutorial; crippling pip-boy tutorial ShowTutorialMenu HelpHealingLimbsXBox
36MS14; Crowley killed before all keys are collected ShowMessage MS14QuestFail CompleteAllObjectives MS14 StopQuest MS14 StartQuest MS14Fin
37CG02; Dad done talking to Jonas, he comes over to talk to you CG02DinerIntercomREF.setTalkingActivatorActor CG02DadREF.evp
38CG01; Dad leads you down the hall set CG01DadREF.doTalk to 0 CG01MainDoor.Unlock
39CG01; Dad leaves set CG01DadREF.doTalk to 0 CG01PlayroomDoor.setOpenState 0 CG01PlayroomDoor.Lock 100 ; failsafe CG01PlaypenGateREF.setOpenState 0 setstage CG01 20
40CG01; dad leaving playpen CG01DadREF.evp
41CG00; 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
42CG01; Dad outside the playpen ; trigger dad talking set CG01DadREF.doTalk to 1 CG01PlaypenGateREF.setOpenState 0
43CG01; 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
44CG02; dad starts speech, everybody else stops clapping set CG02DadREF.doTalk to 1 ; close diner door CG02DinerExitREF.setOpenState 0
45CG00; Dad starts talking set CG00DadREF.doTalk to 1 set CG00DadREF.timer to 0 ; for now to synch with animation player.addScriptPackage CG00PlayerSection1
46CG02; 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
47CG02; Dad talks to Jonas through the intercom set CG02.intercomBeep to 0 ; turn off beeping set CG02.runTimer to 0
48CG01; Dad walks over to bible verse picture CG01DadREF.evp
49MQ01LD; 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
50MQ01LD; discreetly move additional school mutant combatants into ... school MQ01SchoolMutant04.enable MQ01SchoolMutant05.enable MQ01SchoolMutant06.enable ; evp Colvin to get him to next package MQ01ColvinRef.evp
51MS01; done teaching SetQuestDelay MS01 0 ; back to default set MS01.townMob to 1 ; make sure they don't do normal behavior
52MQ01; 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
53MQ01LD; enable combatants MQ01GNRMutant01.enable MQ01GNRMutant02.enable MQ01GNRMutant03.enable MQ01GNRMutant04.enable MQ01GNRBoS01.enable MQ01GNRBoS02.enable MQ01GNRBoS03.enable MQ01GNRBoS04.enable
54MQ11LD; Enabled when Final Gate is disabled by Prime SetStage MQ11 40
55CG03; 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
56MQ01; 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
57CG02; 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
58CG02; 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
59CG02; everybody stop looking at player CG02AmataREF.stoplook CG02ButchREF.stoplook CG02DadREF.stoplook CG02OldLadyPalmerREF.stoplook CG02OverseerREF.stoplook CG02PaulHannonREF.stoplook CG02Vault101Security04REF.stoplook CG02WallyMackREF.stoplook
60MS01; everyone in Big Town has died completeAllObjectives MS01 stopquest ms01 stopQuest MS01Crowd
61MS01; fail quest in this case (Red's back, and died, and the quest isn't complete yet) setstage MS01 250
62MQ01; finish conversation MQ01ColvinRef.evp MQ01SarahRef.evp set MQ01.speaker to 4 ; Colvin set MQ01.target to 5 ; Sarah
63MQ01LD; finish with behemoth entry sequence MQ01BehemothREF.evp
64MS01; 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
65MQ01; 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
66MS13; Flak dead or enslaved
67MS13; Flak enslaved SetObjectiveCompleted MS13 4 1 setstage MS13 45 rewardXP 75 FlakRef.RemoveFromFaction MS13AlwaysMez FlakRef.AddToFaction MS13CantMez 0
68MS13; Flak killed SetObjectiveDisplayed MS13 4 0 setstage MS13 45
69MS13; Flak still at large SetObjectiveDisplayed MS13 4 1
70MQ11LD; Gate #1 is disabled
71MQ11LD; Gate #2 has been disabled.
72MQ11LD; Gate 3 has been reached
73CG04; 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
74CG02; give player pipboy player.additem pipboy 1 ResetPipboyManager ; party scene CG02DadREF.evp
75MQ01; 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
76CG03; GOAT is finished set CG03MrBrotchREF.doTalk to 0 CG03GoatSlidesREF.disable
77CG02; Got Amata's present player.additem BookSkillMelee 1
78CG02; Got Beatrice's present player.addNote CG02Note
79CG02; Got Stanley's present player.additem KIDHatPrewarCapKid 1
80CG02; got sweetroll player.additem CG02Sweetroll 1
81CG01; grabbing tutorial setStage CGTutorial 20
82MS06; Hannibal has asked player to get rid of super mutants
83CG03; help Amata RewardKarma 260
84CGTutorial; how to enter VATS set CGTutorial.runTimer to 1 set CGTutorial.timer to 3
85CGTutorial; how to fire weapon set CGTutorial.runTimer to 1 set CGTutorial.timer to 3
86CGTutorial; how to pick up things ShowMessage CGTutorialPickUp
87CGTutorial; how to sneak set CGTutorial.runTimer to 1 set CGTutorial.timer to 0
88CG04; 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
89CG03; 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
90CG03; if player skipped GOAT, skip "player turns in test" part setstage CG03 80
91CG04; 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
92MS01; in case you find Shorty first setObjectiveDisplayed MS01 25 1 setstage MS01 5
93CG02; 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
94CG04; 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
95MQ05; 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
96CG04; 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
97FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 1
98FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 10
99FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 11
100FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 12
101FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 13
102FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 14
103FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 15
104FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 17
105FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 18
106FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 19
107FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 2
108FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 20
109FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 3
110FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 4
111FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 5
112FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 6
113FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 7
114FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 8
115FFEUniqueA; move refs into place set FFEUniqueA.encounterNumber to 9
116MQ11LD; MQ11PartyBus01 is blowned up.
117MQ11LD; MQ11PartyBus02 is blowned up.
118MQ11LD; MQ11PartyBus03 is blowned up.
119MQ11LD; MQ11PartyBus04 is blowned up.
120CG03; Mr. Brotch in classroom, ready to go ; stop combat player.scaonactor
121CG03; Mr. Brotch reaches position. Start his GOAT speech. set CG03MrBrotchREF.timer to .5 set CG03MrBrotchREF.doTalk to 1 CG03GoatSlidesREF.enable
122MQ01LD; 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
123MQ01LD; NPCs run off to the sniper's area MQ01SarahRef.evp MQ01VargasRef.evp MQ01ReddinRef.evp
124CG03; only do this if player is taking GOAT DisablePlayerControls SetObjectiveCompleted CG03 40 1
125CG03; only do this when the player was taking the GOAT EnablePlayerControls 1 1 0 SetObjectiveDisplayed CG03 70 1
126CG03; 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
127CG04; only necessary if quickstarting CG04 player.additem vaultsuit101 1 1
128MS13; only show message if quest is actually in progress showMessage MS13QuestFailedGrouseMessage CompleteAllObjectives MS13
129CG02; Overseer interrupts Dad set CG02DadREF.doTalk to 0 CG02OverseerREF.evp set CG02OverseerREF.doTalk to 1 set CG02OverseerREF.timer to .25
130CG02; Overseer walks up and "gives" player Pip-Boy CG02OverseerREF.evp
131MS06Fin; 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
132CG04; 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
133MS13; player allowed into Paradise Falls set DialogueParadiseFalls.PlayerPassedCheckpoint to 1
134CG00; player chooses face/body ShowRaceMenu set CG00.runTimer to 1
135CG00; player chooses gender player.addScriptPackage CG00PlayerSection2 ; run timer before starting dialogue again set CG00.runTimer to 1 set CG00.timer to 1
136CG00; player chooses name GetPlayerName player.addScriptPackage CG00PlayerSection3 ; run timer before starting dialogue again set CG00.runTimer to 1 set CG00.timer to 1
137CG03; player chose to take the GOAT SetObjectiveDisplayed CG03 40 1
138CG04; 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
139CG04; 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
140CG02; player has all presents, start timer for intercom set CG02.timer to 10
141CG04; player has exited his apartment CG04RadroachAmbushAREF.enable ; display sneak tutorial setstage CGTutorial 90
142CG04; 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
143CG04; 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
144CGTutorial; player has looked at pip-boy set CGTutorial.runTimer to 0
145CG04; 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
146CG04; player has spoken to Amata during/after interrogation scene setstage CG04 38 ; make sure interrogation scene ends now
147CG02; player has spoken to Jonas CG02DadRef.removeitem HatParty 1 CG02DadRef.moveto CG02DadMoveToMarker ; close and lock stairwell door CG02ReactorStairDoor.SetOpenState 0 CG02ReactorStairDoor.Lock 100
148CG03; 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
149CG04; player has spoken to Overseer or killed him CG04AmataREF.evp
150CG04; player has talked to Amata EnablePlayerControls
151CG03; player has turned in GOAT to Mr. Brotch SetObjectiveCompleted CG03 70 1 SetObjectiveDisplayed CG03 80 1
152CG02; 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
153CG03; player is sitting down CG03MrBrotchREF.evp ; stop combat player.scaonactor ; no more fighting DisablePlayerControls 0 0 1
154CG03; player is skipping GOAT SetObjectiveDisplayed CG03 80 1
155CG04; 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
156CG04; 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
157MQ01LD; 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
158MS06; 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
159CGTutorial; quest target tutorial done ShowMessage CGQuestTarget set CGTutorial.runTimer to 0
160CGTutorial; quest targets set CGTutorial.runTimer to 1 set CGTutorial.timer to 5
161CG02; radroaches dead setObjectiveCompleted CG02 40 1 ; trigger dad to speak CG02DadREF.evp ; BB gun no longer quest item SetQuestObject CG02weapBBgun 0
162MS01; 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
163MS13; Red dead or enslaved
164MS13; Red enslaved SetObjectiveCompleted MS13 3 1 setstage MS13 35 rewardXP 75 RedRef.RemoveFromFaction MS13AlwaysMez RedRef.AddToFaction MS13CantMez 0
165MS01; Red has died ;turn off objectives about Rescuing Red SetObjectiveDisplayed MS01 30 0 SetObjectiveDisplayed MS01 50 0
166MS13; Red killed SetObjectiveDisplayed MS13 3 0 setstage MS13 35
167MS13; Red still at large SetObjectiveDisplayed MS13 3 1
168MQ01; Reddin and Vargas conv done set MQ01.speaker to 0 set MQ01.talking to 0 MQ01ReddinRef.evp MQ01VargasRef.evp
169MQ01; 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
170MQ05; 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
171MS01; remove player from allied faction if Red is rescued or back player.RemoveFromFaction MS01RescueFaction
172CGTutorial; repeat suggestion to pick up something ShowMessage CGTutorialPickUpReminder
173CGTutorial; repeat suggestion to pick up something ShowMessage CGTutorialPickUpReminder
174CG04; run timer for Amata scene set CG04.runTimer to 1 set CG04.timer to .5 CG04Vault101Security07Ref.say CG04SecurityBarks 1
175MQ01; 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
176MQ01; Sarah done talking ; run timer before Fatman shout set MQ01.speaker to 0 set MQ01.timer to 5
177MQ01; Sarah done talking set MQ01.speaker to 0
178MQ01; 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
179MQ01; Sarah done with conv with commander (just used as a variable)
180MQ01; Sarah shout about fatman set MQ01.speaker to 5 ; Sarah set MQ01.target to 1; player set MQ01.talking to 0
181MQ01; Sarah shouts to take cover set MQ01.speaker to 5 ; Sarah set MQ01.target to 1; player set MQ01.talking to 0
182MQ01; Sarah/Vargas exchange done set MQ01.speaker to 0 ; stop talking ; trigger Vargas to get up MQ01VargasREF.evp MQ01SarahREF.evp setstage MQ01 150
183MQ01; scene A2 done MQ01ReddinRef.evp MQ01VargasRef.evp
184MQ01LD; School combat is over - hand control to Kurt to do the ; pre-GNR battle dialogue between Lyon's Pride NPCs setstage MQ01 80
185MQ01; 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
186MQ01; 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
187CG04; security guard has killed all the radroaches player.addToFaction Vault101SecurityEnemyFaction 0 CG04Vault101Security02REF.evp
188CG04; 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
189CG02; set up CG02 setstage CG02 5 player.moveto CG02PlayerStartMarker
190CG00; set when player enters menu mode
191CG00; set when player exits menu mode player.addScriptPackage CG00PlayerSection4
192Generic; Sets globals for Fortune Finder perk Set FortuneFinderOdds to 90 Set FortuneFinderChangeOdds to 90
193Generic; Sets globals for Scrounger perk Set ScroungerOdds to 25
194MS01; 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
195MS01; Shorty has died ;turn off objectives about Rescuing Shorty SetObjectiveDisplayed MS01 40 0 SetObjectiveDisplayed MS01 45 0
196MS06; 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
197CG03; somehow ended the scene set CG03.bullyStage to 0
198MQ01LD; stage set by OnDeath block in MQ01CityMutant01 setstage MQ01 55 MQ01ColvinREF.evp
199MQ11LD; Stage to handle gate being shut down
200MQ01LD; Start "real" battle at GNR ; handle factions to begin "real" combat at GNR arena SetEnemy MQ01BrotherhoodDCFaction MQ01SupermutantsGNR
201MQ01; 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
202MQ01; start final scene set MQ01.timer to 3 MQ01GNRBoS04.evp
203CG04; start interrogation looping scene set CG04.InterrogationStage to 4 ; overseer tells Mack to hit her
204MQ01; 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
205MQ01; 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
206MQ01; start schoolhouse scene with Brotherhood of Steel set MQ01.speaker to 5 ; Sarah set MQ01.target to 4 ; Colvin set MQ01.talking to 0
207CG03; stop talking set CG03DadREF.doTalk to 0 ; trigger dad to force-greet CG03DadRef.evp
208MS13; Susan Lancaster dead or enslaved
209MS13; 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
210MS13; Susan Lancaster killed SetObjectiveDisplayed MS13 2 0 setstage MS13 25
211MS13; Susan Lancaster still at large SetObjectiveDisplayed MS13 2 1
212MQ01; 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
213FFERepeatB; Talon Company patrol set FFERepeatB.encounterNumber to 76
214MS01; 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
215MS01; teach mines setQuestDelay MS01 .01 set ms01.Mine to 1 set ms01.townEVP to 1 player.additem weapMineFrag 1
216MS01; teach robots set ms01.robot to 1 set ms01.townEVP to 1 MS01Protectron1Ref.setDestroyed 0 MS01Protectron2Ref.setDestroyed 0
217MS01; teach sneak set MS01.sneak to 1 set ms01.townEVP to 1
218MQ01LD; The supermutants have been defeated setstage MQ01 100
219MQ01LD; 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
220MS01; this stage is set if you know about Red or Shorty ; used to conditionalize "failure" objective appearing
221MQ01LD; This stage is triggered when the player and NPCs ; are all at the checkpoint - hand control to Mark setstage MQ01 70
222CG04; 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
223CG03; trigger Amata to start walking towards Tunnel Snakes CG03AmataREF.evp
224CG02; trigger Andy to start cutting cake CG02AndyREF.evp ; for now, end the scene here: CG02AndyREF.SayTo CG02AmataREF CG02CakeSpeech
225CG04; trigger interrogation scene CG04AmataREF.evp ; make sure door is closed CG04SecurityCenterDoor.setOpenState 0
226MQ01LD; 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
227Generic; Triggered by Animal Friend perk, rank 2 SetAlly AnimalFriendFaction PlayerFaction
228Generic; triggered by Intense Training perk rank 1 AddSpecialPoints 1
229Generic; triggered by Intense Training perk rank 10 AddSpecialPoints 1
230Generic; triggered by Intense Training perk rank 2 AddSpecialPoints 1
231Generic; triggered by Intense Training perk rank 3 AddSpecialPoints 1
232Generic; triggered by Intense Training perk rank 4 AddSpecialPoints 1
233Generic; triggered by Intense Training perk rank 5 AddSpecialPoints 1
234Generic; triggered by Intense Training perk rank 6 AddSpecialPoints 1
235Generic; triggered by Intense Training perk rank 7 AddSpecialPoints 1
236Generic; triggered by Intense Training perk rank 8 AddSpecialPoints 1
237Generic; triggered by Intense Training perk rank 9 AddSpecialPoints 1
238Generic; Triggered by the Animal Friend perk, rank 1 ; make the player friends with everybody in the AnimalFriendFaction SetAlly AnimalFriendFaction PlayerFaction 1 1
239Generic; Triggered by the Explorer perk ShowAllMapMarkers 1 0 0
240Generic; Triggered by the Here and Now perk Set Generic.HereAndNowXP to GetXPForNextLevel Player.RewardXP Generic.HereAndNowXP
241Generic; Triggered by the Tag! perk. AddTagSkills 1
242CG03; Tunnel Snakes notice Amata and start teasing her ;CG03ButchREF.evp CG03PaulHannonREF.evp CG03WallyMackREF.evp
243CG04; turn off CG04 actors CG04ActorMarker.disable CG04AllenMackREF.disable CG04TomHoldenREF.disable CG04MaryHoldenREF.disable CG04StanleyREF.disable
244CG04; 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
245MQ01; Vargas and Reddin have talked, head back to checkpoint MQ01VargasRef.evp MQ01ReddinRef.evp
246MQ01; Vargas sitting MQ01SarahREF.evp ; make player no longer friends with DC brotherhood SetEnemy MQ01BrotherhoodDCFaction PlayerFaction 1 1 ; neutral
247MQ01; 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
248MQ01; 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
249MQ01; Vargas/Sarah greeting done ; Vargas gives closing line
250CG04; Vault door has finished opening, trigger Amata force-greet CG04AmataREF.evp
251CG04; wake up animation done set CG04.runTimer to 0 player.RemoveScriptPackage ; get Amata to force-greet CG04AmataREF.evp ;autosave
252CG00; we've loaded in -- play sound and run timer playSound QSTBirthStart set CG00.timer to 10 set CG00.runTimer to 1
253MS01;!!!!!!!!!!!!DEBUG END QUEST!!!!!!!!!!!!!!!!!!!!!!!!! ;This sets up the quest as done so that Erik can test the packages etc. of Big Town people set StickyRef.playerEscorting to 1 set stickyRef.arrivedAtBigTown to 1 set StickyRef.followingPlayer to 2 stickyRef.moveto xMS01BigTown set RedRef.rescued to 1 set RedRef.followingPlayer to 2 RedRef.moveto xMS01BigTown set ShortyRef.kitchenStage to -1 set ShortyRef.rescued to 1 set ShortyRef.arrivedAtBigTown to 1 set ShortyRef.followingPlayer to 2 ShortyRef.moveto xMS01BigTown set MS01.trained to 1 set MS01.mutantsDealtWith to 1 setStage MS01 20 setStage MS01 30 setStage MS01 40 setStage MS01 45 setStage MS01 50 setStage MS01 200
254MQ04;(Only relevant if the player does not use the failsafe computer). SetObjectiveCompleted MQ04 50 1 SetObjectiveDisplayed MQ04 60 1
255FreeformDungeons;10 - 15, Falls Church Stages
256FreeformDC;10 - 15, Falls Church Stages
257MS11;Activate the detonator at Tenpenny Tower. setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up
258MS03;Add player reward player.addItem MS03a1FoodReward 1 player.addItem MS03Sanitizer 1 player.addnote MS03SanitizerNote ;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 ;Finish "return" objective SetObjectiveCompleted MS03 16 1 ;Set new tracking variables Set MS03.MS03a1 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
259MS03;Add player reward player.addItem MS03a2RadAwayReward 1 player.addItem MS03a2RadXReward 1 ;Perform radiation removal effect and add mutation perk player.restoreav radiationrads 10000 ;ADD CODE FOR SCREEN FADE AND PERK ADD player.AddPerk MS03MutationPerk player.showMessage MS03MutationPerkMsg ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 ;Finish "return" objective SetObjectiveCompleted MS03 26 1 SetObjectiveCompleted MS03 24 1 ;Set new tracking variables Set MS03.MS03a2 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
260MS03;Add player reward player.addItem MS03a2RadAwayReward 1 player.addItem MS03a2RadXReward 1 ;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Finish "return" objective SetObjectiveCompleted MS03 26 1 SetObjectiveDisplayed MS03 24 0 ;Set new tracking variables Set MS03.MS03a2 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
261MS12;all the ghouls are dead, report back to Gustavo setObjectiveCompleted MS12 10 1 setObjectiveCompleted MS12 11 1 setObjectiveDisplayed MS12 20 1
262FreeformDungeons;Both Brotherhood members have died FF02InititiateREF.Kill
263FreeformDC;Both Brotherhood members have died FF02InititiateREF.Kill
264MS11;Burke is dead, so just go push the button yourself setStage MS11 50
265CG04;Butch's mom is saved from the roaches RewardKarma 100 CG04ButchREF.evp ; make sure Butch stops yelling for the guard set CG04ButchREF.doTalk to 0 ; unrestrain mom CG04EllenDeloriaREF.setRestrained 0 CG04EllenDeloriaREF.evp CG04EllenDeloriaREF.setav confidence 0 ; make her neutral to player SetEnemy CG04EllenFaction PlayerFaction 1 1 ; make Butch help mom from now on CG04ButchREF.setav assistance 2 CG04ButchREF.setav aggression 1
266MSObjectives;COMPLETE: Disarm Megaton's atomic bomb. setObjectiveCompleted MS11 10 1 ;COMPLETE: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveCompleted MS11 20 1 ;ON: Report to Harden Simms in Megaton. setObjectiveDisplayed MS11 31 1 ;OFF: Rig Bomb to explode setObjectiveDisplayed MS11 15 0 ;OFF: Report to Lucas Simms in Megaton. setObjectiveDisplayed MS11 30 0
267MSObjectives;COMPLETE: Disarm Megaton's atomic bomb. setObjectiveCompleted MS11 10 1 ;COMPLETE: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveCompleted MS11 20 1 ;ON: Report to Lucas Simms in Megaton. setObjectiveDisplayed MS11 30 1 ;OFF: Rig Bomb to explode setObjectiveDisplayed MS11 15 0
268MSObjectives;COMPLETE: Report to Mister Burke in Tenpenny Tower. setObjectiveCompleted MS11 40 1 ;COMPLETE: Activate the detonator at Tenpenny Tower. setObjectiveCompleted MS11 50 1 ;ON:Recieve reward from Mister Burke in enpenny Tower. setObjectiveDisplayed MS11 60 1 ;OFF: Report to Mister Burke in Tenpenny Tower. if getObjectiveCompleted MS11 40 == 0 setObjectiveDisplayed MS11 40 0 endif
269MSObjectives;COMPLETE: Report to Mister Burke in Tenpenny Tower. setObjectiveCompleted MS11 40 1 ;ON: Activate the detonator atTenpenny Tower. setObjectiveDisplayed MS11 50 1
270MSObjectives;COMPLETE: Rig Megaton's atomic bomb to explode. setObjectiveCompleted MS11 15 1 ;COMPLETE: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveCompleted MS11 20 1 ;ON: Report to Mister Burke in Tenpenny Tower. setObjectiveDisplayed MS11 40 1
271MSObjectives;COMPLETE:Recieve reward from Mister Burke in enpenny Tower. setObjectiveCompleted MS11 60 1 ;COMPLETE: Report to Mister Burke in Tenpenny Tower. setObjectiveCompleted MS11 40 1 ;COMPLETE: Activate the detonator at Tenpenny Tower. setObjectiveCompleted MS11 50 1
272MQ11LD;enable prime & his entourage outside citadel MQ11PrimeStartMarker.enable if ( GetDeadCount PaladinKodiak > 0 ) MQ11Escort01.Enable endif if ( GetDeadCount PaladinGlade > 0 ) MQ11Escort02.Enable endif if ( GetDeadCount KnightCaptainDusk > 0 ) MQ11Escort03.Enable endif if ( GetDeadCount KnightCaptainDusk > 0 ) MQ11Escort04.Enable endif
273MQ11;END OF LYONS SPEECH ElderLyonsRef.StopLook ScribeRothchildRef.StopLook ScribeBowditchRef.StopLook ScribePeabodyRef.StopLook MQ01SarahRef.StopLook CitadelScribeLP4Ref.StopLook CitadelScribeLP3Ref.StopLook CitadelScribeLP2Ref.StopLook CitadelScribeLP1Ref.StopLook MQ01VargasRef.StopLook PaladinGladeRef.StopLook PaladinKodiakRef.StopLook KnightCaptainDuskRef.StopLook KnightCaptainGallowsRef.StopLook
274MS11;FAIL
275MSObjectives;FAIL QUEST ;If quest isn't marked complete (and fail quest also marks it as complete) ;If bomb is rigged and Burke is dead setStage MS11 255
276FreeformDungeons;Falls church mission complete
277FreeformDC;Falls church mission complete rewardxp 250 set FF02InititiateREF.Rescued to 1
278MS03;Finish "return" objective and clear others SetObjectiveDisplayed MS03 44 0 SetObjectiveCompleted MS03 46 1 ;Set new tracking variables Set MS03.MS03b1 to 4 ;Add player reward player.addItem MS03b1JetReward 1 player.addItem MS03b1PsychoReward 1 player.removeItem MS03Repellent 1 MoiraDeskREF.addItem MS03Repellent 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
279MS03;Finish "return" objective and remove bonus objective SetObjectiveDisplayed MS03 54 0 SetObjectiveCompleted MS03 56 1 ;Set new tracking variables Set MS03.MS03b2 to 4 ;Add player reward player.addItem MS03b2StealthboyReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
280MS03;Finish "return" objective and remove bonus objective SetObjectiveDisplayed MS03 74 0 SetObjectiveDisplayed MS03 76 0 SetObjectiveCompleted MS03 78 1 ;Set new tracking variables Set MS03.MS03c1 to 4 ;Add player reward player.addItem MS03c1MentatsReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
281MS03;Finish "return" objective and remove bonus SetObjectiveDisplayed MS03 84 0 SetObjectiveCompleted MS03 88 1 ;Set new tracking variables Set MS03.MS03c2 to 4 ;Add player reward player.addItem MS03c2PulseReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
282MS03;Finish "return" objective SetObjectiveCompleted MS03 34 1 SetObjectiveCompleted MS03 36 1 ;Set bonus objective comple, if the player didn't lie. if (MS03.MS03a3Lie != 1) set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 endif ;Set new tracking variables Set MS03.MS03a3 to 4 ;Add player reward player.addItem MS03a3GrenadeReward 1 player.addItem SchematicsBottlecapMineItem 1 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
283MS03;Finish "return" objective SetObjectiveCompleted MS03 36 1 ;Remove bonus objective SetObjectiveDisplayed MS03 34 0 ;Set new tracking variables Set MS03.MS03a3 to 4 ;Add player reward player.addItem MS03a3GrenadeReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
284MS03;Finish "return" objective SetObjectiveCompleted MS03 46 1 ;Set new tracking variables Set MS03.MS03b1 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;Add player reward player.addItem MS03b1JetReward 1 player.addItem MS03b1PsychoReward 1 setQuestObject MS03Repellent 0 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
285MS03;Finish "return" objective SetObjectiveCompleted MS03 56 1 SetObjectiveCompleted MS03 54 1 ;Set new tracking variables Set MS03.MS03b2 to 4 Set MS03.MS03b2bonus to 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;Add player reward player.addItem MS03b2StealthboyReward 1 player.addItem MS03StealthHat 1 ;Record that the bonus was given, so player can collect bait grenades in the future Set MS03.MS03b2bonus to 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
286MS03;Finish "return" objective SetObjectiveCompleted MS03 66 1 SetObjectiveCompleted MS03 64 1 ;Set new tracking variables Set MS03.MS03b3 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03bBonus to MS03.MS03bBonus + 1 ;;Add player reward player.addItem MS03b3MorpheneReward 1 player.addItem MS03EnvironmentSuit 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
287MS03;Finish "return" objective SetObjectiveCompleted MS03 66 1 SetObjectiveDisplayed MS03 64 0 ;Set new tracking variables Set MS03.MS03b3 to 4 ;;Add player reward player.addItem MS03b3MorpheneReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 68 and complete stage 5. if(MS03.MS03b1 == 4 && MS03.MS03b2 == 4 && MS03.MS03b3 == 4) Set MS03.MS03b to 3 SetStage MS03 68 SetObjectiveCompleted MS03 38 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
288MS03;Finish "return" objective SetObjectiveCompleted MS03 74 1 SetObjectiveCompleted MS03 76 1 SetObjectiveCompleted MS03 78 1 ;Set new tracking variables Set MS03.MS03c1 to 4 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Add player reward player.addItem MS03c1MentatsReward 1 set MS03.MS03c1RCBonus to 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
289MS03;Finish "return" objective SetObjectiveCompleted MS03 88 1 ;Set new tracking variables Set MS03.MS03c2 to 4 ;Add player reward player.addItem MS03c2PulseReward 1 player.addItem BookSkillScience 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
290MS03;Finish "return" objective SetObjectiveCompleted MS03 98 1 ;End QuestObject essentialness SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 ;Set new tracking variables Set MS03.MS03c3 to 4 ;;Add player reward player.addItem MS03c3CapsReward 1 player.addItem BookSkillSpeech 1 ;Set bonus objective complete set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03cBonus to MS03.MS03cBonus + 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
291MS03;Finish "return" objective SetObjectiveDisplayed MS03 94 0 SetObjectiveCompleted MS03 98 1 ;End QuestObject essentialness SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 ;Set new tracking variables Set MS03.MS03c3 to 4 ;;Add player reward player.addItem MS03c3CapsReward 1 ;Check other tasks in this set. ;If they are all done, set to stage 100 and complete stage 68. if(MS03.MS03c1 == 4 && MS03.MS03c2 == 4 && MS03.MS03c3 == 4) Set MS03.MS03c to 3 SetStage MS03 100 SetObjectiveCompleted MS03 68 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
292MQ01;For use with successful SC in MQ01 GNR02toDupontCircle01REF.Unlock ShowMap RivetCityMapMarker if ( GetStage MQ03 < 10 ) CompleteAllObjectives MQ01 RewardXP 300 SetStage MQ03 0 StopQuest MQ01 Set RadioGalaxyNewsQuest.MQ01Clear to ( GameDaysPassed + 1 ) addachievement 04 endif
293MS03;Give Negative Karma ;KARMA HIT HANDLED ON MURDER OF GOOD PERSON ;Set Quest Items As Non-Essential player.removeitem MS03HistoryHolotape 999 SetQuestObject MS03LibraryArchivesHolotape 0 SetQuestObject MS03LibraryCatalogueHolotape 0 SetQuestObject MS03Repellent 0 player.removeitem MS03Observer 999 player.removeitem MS03TelemetryUnit 999 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Hide any uncompleted objective if (GetObjectiveDisplayed MS03 2 == 1 && GetObjectiveCompleted MS03 2 == 0) SetObjectiveDisplayed MS03 2 0 endif if (GetObjectiveDisplayed MS03 5 == 1 && GetObjectiveCompleted MS03 5 == 0) SetObjectiveDisplayed MS03 5 0 endif if (GetObjectiveDisplayed MS03 10 == 1 && GetObjectiveCompleted MS03 10 == 0) SetObjectiveDisplayed MS03 10 0 endif if (GetObjectiveDisplayed MS03 12 == 1 && GetObjectiveCompleted MS03 12 == 0) SetObjectiveDisplayed MS03 12 0 endif if (GetObjectiveDisplayed MS03 16 == 1 && GetObjectiveCompleted MS03 16 == 0) SetObjectiveDisplayed MS03 16 0 endif if (GetObjectiveDisplayed MS03 20 == 1 && GetObjectiveCompleted MS03 20 == 0) SetObjectiveDisplayed MS03 20 0 endif if (GetObjectiveDisplayed MS03 24 == 1 && GetObjectiveCompleted MS03 24 == 0) SetObjectiveDisplayed MS03 24 0 endif if (GetObjectiveDisplayed MS03 26 == 1 && GetObjectiveCompleted MS03 26 == 0) SetObjectiveDisplayed MS03 26 0 endif if (GetObjectiveDisplayed MS03 30 == 1 && GetObjectiveCompleted MS03 30 == 0) SetObjectiveDisplayed MS03 30 0 endif if (GetObjectiveDisplayed MS03 34 == 1 && GetObjectiveCompleted MS03 34 == 0) SetObjectiveDisplayed MS03 34 0 endif if (GetObjectiveDisplayed MS03 36 == 1 && GetObjectiveCompleted MS03 36 == 0) SetObjectiveDisplayed MS03 36 0 endif if (GetObjectiveDisplayed MS03 38 == 1 && GetObjectiveCompleted MS03 38 == 0) SetObjectiveDisplayed MS03 38 0 endif if (GetObjectiveDisplayed MS03 40 == 1 && GetObjectiveCompleted MS03 40 == 0) SetObjectiveDisplayed MS03 40 0 endif if (GetObjectiveDisplayed MS03 44 == 1 && GetObjectiveCompleted MS03 44 == 0) SetObjectiveDisplayed MS03 44 0 endif if (GetObjectiveDisplayed MS03 46 == 1 && GetObjectiveCompleted MS03 46 == 0) SetObjectiveDisplayed MS03 46 0 endif if (GetObjectiveDisplayed MS03 50 == 1 && GetObjectiveCompleted MS03 50 == 0) SetObjectiveDisplayed MS03 50 0 endif if (GetObjectiveDisplayed MS03 54 == 1 && GetObjectiveCompleted MS03 54 == 0) SetObjectiveDisplayed MS03 54 0 endif if (GetObjectiveDisplayed MS03 56 == 1 && GetObjectiveCompleted MS03 56 == 0) SetObjectiveDisplayed MS03 56 0 endif if (GetObjectiveDisplayed MS03 60 == 1 && GetObjectiveCompleted MS03 60 == 0) SetObjectiveDisplayed MS03 60 0 endif if (GetObjectiveDisplayed MS03 64 == 1 && GetObjectiveCompleted MS03 64 == 0) SetObjectiveDisplayed MS03 64 0 endif if (GetObjectiveDisplayed MS03 66 == 1 && GetObjectiveCompleted MS03 66 == 0) SetObjectiveDisplayed MS03 66 0 endif if (GetObjectiveDisplayed MS03 68 == 1 && GetObjectiveCompleted MS03 68 == 0) SetObjectiveDisplayed MS03 68 0 endif if (GetObjectiveDisplayed MS03 70 == 1 && GetObjectiveCompleted MS03 70 == 0) SetObjectiveDisplayed MS03 70 0 endif if (GetObjectiveDisplayed MS03 74 == 1 && GetObjectiveCompleted MS03 74 == 0) SetObjectiveDisplayed MS03 74 0 endif if (GetObjectiveDisplayed MS03 76 == 1 && GetObjectiveCompleted MS03 76 == 0) SetObjectiveDisplayed MS03 76 0 endif if (GetObjectiveDisplayed MS03 78 == 1 && GetObjectiveCompleted MS03 78 == 0) SetObjectiveDisplayed MS03 78 0 endif if (GetObjectiveDisplayed MS03 80 == 1 && GetObjectiveCompleted MS03 80 == 0) SetObjectiveDisplayed MS03 80 0 endif if (GetObjectiveDisplayed MS03 84 == 1 && GetObjectiveCompleted MS03 84 == 0) SetObjectiveDisplayed MS03 84 0 endif if (GetObjectiveDisplayed MS03 88 == 1 && GetObjectiveCompleted MS03 88 == 0) SetObjectiveDisplayed MS03 88 0 endif if (GetObjectiveDisplayed MS03 90 == 1 && GetObjectiveCompleted MS03 90 == 0) SetObjectiveDisplayed MS03 90 0 endif if (GetObjectiveDisplayed MS03 94 == 1 && GetObjectiveCompleted MS03 94 == 0) SetObjectiveDisplayed MS03 94 0 endif if (GetObjectiveDisplayed MS03 98 == 1 && GetObjectiveCompleted MS03 98 == 0) SetObjectiveDisplayed MS03 98 0 endif if (GetObjectiveDisplayed MS03 100 == 1 && GetObjectiveCompleted MS03 100 == 0) SetObjectiveDisplayed MS03 100 0 endif if (GetObjectiveDisplayed MS03 105 == 1 && GetObjectiveCompleted MS03 105 == 0) SetObjectiveDisplayed MS03 105 0 endif ;Set all sub-tasks as completed, to avoid quest-breaking set MS03.MS03a1 to 4 set MS03.MS03a2 to 4 set MS03.MS03a3 to 4 set MS03.MS03a to 4 set MS03.MS03b1 to 4 set MS03.MS03b2 to 4 set MS03.MS03b3 to 4 set MS03.MS03b to 4 set MS03.MS03c1 to 4 set MS03.MS03c2 to 4 set MS03.MS03c3 to 4 set MS03.MS03c to 4 ;End the quest ;SetObjectiveDisplayed MS03 215 1 ;SetObjectiveCompleted MS03 215 1 StopQuest MS03 ;Start MS03Fin StartQuest MS03Fin ;NO ACHIEVEMENT! QUEST FAILED!
294MS03;Give Negative Karma rewardkarma -50 ;Give Final XP Reward: if (MS03.ms03a == 4 && MS03.ms03b == 4) RewardXP 100 elseif (MS03.ms03a == 4 && MS03.ms03b != 4) RewardXP 200 else RewardXP 300 endif ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Reward the player for being a dream-crushing bastard player.AddPerk MS03DreamCrusherPerk player.showMessage MS03DeamcrusherPerkMsg MoiraBrownREF.modav repair 30 ;Hide any uncompleted objective if (GetObjectiveDisplayed MS03 2 == 1 && GetObjectiveCompleted MS03 2 == 0) SetObjectiveDisplayed MS03 2 0 endif if (GetObjectiveDisplayed MS03 5 == 1 && GetObjectiveCompleted MS03 5 == 0) SetObjectiveDisplayed MS03 5 0 endif if (GetObjectiveDisplayed MS03 10 == 1 && GetObjectiveCompleted MS03 10 == 0) SetObjectiveDisplayed MS03 10 0 endif if (GetObjectiveDisplayed MS03 12 == 1 && GetObjectiveCompleted MS03 12 == 0) SetObjectiveDisplayed MS03 12 0 endif if (GetObjectiveDisplayed MS03 16 == 1 && GetObjectiveCompleted MS03 16 == 0) SetObjectiveDisplayed MS03 16 0 endif if (GetObjectiveDisplayed MS03 20 == 1 && GetObjectiveCompleted MS03 20 == 0) SetObjectiveDisplayed MS03 20 0 endif if (GetObjectiveDisplayed MS03 24 == 1 && GetObjectiveCompleted MS03 24 == 0) SetObjectiveDisplayed MS03 24 0 endif if (GetObjectiveDisplayed MS03 26 == 1 && GetObjectiveCompleted MS03 26 == 0) SetObjectiveDisplayed MS03 26 0 endif if (GetObjectiveDisplayed MS03 30 == 1 && GetObjectiveCompleted MS03 30 == 0) SetObjectiveDisplayed MS03 30 0 endif if (GetObjectiveDisplayed MS03 34 == 1 && GetObjectiveCompleted MS03 34 == 0) SetObjectiveDisplayed MS03 34 0 endif if (GetObjectiveDisplayed MS03 36 == 1 && GetObjectiveCompleted MS03 36 == 0) SetObjectiveDisplayed MS03 36 0 endif if (GetObjectiveDisplayed MS03 38 == 1 && GetObjectiveCompleted MS03 38 == 0) SetObjectiveDisplayed MS03 38 0 endif if (GetObjectiveDisplayed MS03 40 == 1 && GetObjectiveCompleted MS03 40 == 0) SetObjectiveDisplayed MS03 40 0 endif if (GetObjectiveDisplayed MS03 44 == 1 && GetObjectiveCompleted MS03 44 == 0) SetObjectiveDisplayed MS03 44 0 endif if (GetObjectiveDisplayed MS03 46 == 1 && GetObjectiveCompleted MS03 46 == 0) SetObjectiveDisplayed MS03 46 0 endif if (GetObjectiveDisplayed MS03 50 == 1 && GetObjectiveCompleted MS03 50 == 0) SetObjectiveDisplayed MS03 50 0 endif if (GetObjectiveDisplayed MS03 54 == 1 && GetObjectiveCompleted MS03 54 == 0) SetObjectiveDisplayed MS03 54 0 endif if (GetObjectiveDisplayed MS03 56 == 1 && GetObjectiveCompleted MS03 56 == 0) SetObjectiveDisplayed MS03 56 0 endif if (GetObjectiveDisplayed MS03 60 == 1 && GetObjectiveCompleted MS03 60 == 0) SetObjectiveDisplayed MS03 60 0 endif if (GetObjectiveDisplayed MS03 64 == 1 && GetObjectiveCompleted MS03 64 == 0) SetObjectiveDisplayed MS03 64 0 endif if (GetObjectiveDisplayed MS03 66 == 1 && GetObjectiveCompleted MS03 66 == 0) SetObjectiveDisplayed MS03 66 0 endif if (GetObjectiveDisplayed MS03 68 == 1 && GetObjectiveCompleted MS03 68 == 0) SetObjectiveDisplayed MS03 68 0 endif if (GetObjectiveDisplayed MS03 70 == 1 && GetObjectiveCompleted MS03 70 == 0) SetObjectiveDisplayed MS03 70 0 endif if (GetObjectiveDisplayed MS03 74 == 1 && GetObjectiveCompleted MS03 74 == 0) SetObjectiveDisplayed MS03 74 0 endif if (GetObjectiveDisplayed MS03 76 == 1 && GetObjectiveCompleted MS03 76 == 0) SetObjectiveDisplayed MS03 76 0 endif if (GetObjectiveDisplayed MS03 78 == 1 && GetObjectiveCompleted MS03 78 == 0) SetObjectiveDisplayed MS03 78 0 endif if (GetObjectiveDisplayed MS03 80 == 1 && GetObjectiveCompleted MS03 80 == 0) SetObjectiveDisplayed MS03 80 0 endif if (GetObjectiveDisplayed MS03 84 == 1 && GetObjectiveCompleted MS03 84 == 0) SetObjectiveDisplayed MS03 84 0 endif if (GetObjectiveDisplayed MS03 88 == 1 && GetObjectiveCompleted MS03 88 == 0) SetObjectiveDisplayed MS03 88 0 endif if (GetObjectiveDisplayed MS03 90 == 1 && GetObjectiveCompleted MS03 90 == 0) SetObjectiveDisplayed MS03 90 0 endif if (GetObjectiveDisplayed MS03 94 == 1 && GetObjectiveCompleted MS03 94 == 0) SetObjectiveDisplayed MS03 94 0 endif if (GetObjectiveDisplayed MS03 98 == 1 && GetObjectiveCompleted MS03 98 == 0) SetObjectiveDisplayed MS03 98 0 endif if (GetObjectiveDisplayed MS03 100 == 1 && GetObjectiveCompleted MS03 100 == 0) SetObjectiveDisplayed MS03 100 0 endif if (GetObjectiveDisplayed MS03 105 == 1 && GetObjectiveCompleted MS03 105 == 0) SetObjectiveDisplayed MS03 105 0 endif ;Set all sub-tasks as completed, to avoid quest-breaking set MS03.MS03a1 to 4 set MS03.MS03a2 to 4 set MS03.MS03a3 to 4 set MS03.MS03a to 4 set MS03.MS03b1 to 4 set MS03.MS03b2 to 4 set MS03.MS03b3 to 4 set MS03.MS03b to 4 set MS03.MS03c1 to 4 set MS03.MS03c2 to 4 set MS03.MS03c3 to 4 set MS03.MS03c to 4 ;End the quest ;SetObjectiveDisplayed MS03 215 1 ;SetObjectiveCompleted MS03 215 1 StopQuest MS03 ;Start MS03Fin StartQuest MS03Fin addachievement 16
295MS10;Harold Heart killed SetObjectiveCompleted MS10 10 1 SetObjectiveDisplayed MS10 20 0 SetObjectiveDisplayed MS10 30 0 SetObjectiveDisplayed MS10 40 1 HaroldRef.Disable HaroldFireRef.Disable MS10HaroldDeadRef.Enable set MS10.HesDead to 1 set MS10.AssetMove to 1
296MS12;Help get the Ghouls into Tenpenny Tower SetObjectiveDisplayed MS12 10 0 SetObjectiveDisplayed MS12 101 1
297MS12;Help get the Ghouls into Tenpenny Tower SetObjectiveDisplayed MS12 100 1
298MQ11;if ( MQ09.RRDestroy == 1 ) ;set EndingBinks.EndEden to 1 ;else ;set EndingBinks.EndEden to 2 ;endif StartQuest EndingBinks
299MS13;if all four targets are dead, fail quest setStage MS13 250
300MS13;if all four targets are dead, fail quest setStage MS13 250
301MS13;if all four targets are dead, fail quest setStage MS13 250
302MS13;if all four targets are dead, fail quest setStage MS13 250
303MS02;If the player is with the Mechanist, he wants her suit if MechanistRef.sideKick == 1 set MS02.MechanistWantsSuit to 1 endif set MS02.AADead to 1 ;If the player has dealt with the other super if (getStageDone MS02 85 == 1 || getStageDone MS02 95 == 1) setObjectiveCompleted ms02 115 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 85 == 0 && getStageDone MS02 95 == 0) setObjectiveDisplayed ms02 110 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
304FreeformDungeons;initate has died
305FreeformDC;initate has died
306FreeformDungeons;Initiate has returned, player has not spoken to Brothers
307FreeformDC;Initiate has returned, player has not spoken to Brothers
308MS12;it's okay for Ghouls to move in setObjectiveDisplayed MS12 120 1 setObjectiveDisplayed MS12 100 0 setObjectiveDisplayed MS12 101 0
309MS02;Karma penalty for letting them continue their actions player.rewardkarma -100 set MS02.AALeft to 1 ;If the player has dealt with the other super if (getStageDone MS02 85 == 1 || getStageDone MS02 95 == 1) setObjectiveCompleted ms02 115 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 85 == 0 && getStageDone MS02 95 == 0) setObjectiveDisplayed ms02 110 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
310MS02;Karma penalty for letting them continue their actions player.rewardkarma -100 set MS02.MLeft to 1 ;If the player has dealt with the other super if (getStageDone MS02 80 == 1 || getStageDone MS02 90 == 1) setObjectiveCompleted ms02 110 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 80 == 0 && getStageDone MS02 90 == 0) setObjectiveDisplayed ms02 115 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
311MS10;Liniment was used SetObjectiveCompleted MS10 30 1 SetObjectiveDisplayed MS10 10 0 SetObjectiveDisplayed MS10 20 0 SetObjectiveDisplayed MS10 50 1 Set MS10.LaurelLike to 1 Set MS10.LindenLike to 1 Set MS10.PoplarLike to 1 Set MS10.AssetMove to 1
312MS02;Make the AntAgonizer and her ants appear, and have him dialogue the player and then attack AntAgonizerREF.moveto MS02AntAgonizerAttack1Marker MS02RaidAnt1REF.enable MS02RaidAnt2REF.enable MS02RaidAnt3REF.enable MS02RaidAnt4REF.enable MS02RaidAnt5REF.enable set MS02.AntAgonizerRaiding to 1 AntAgonizerREF.evp MechanistREF.evp MechanistREF.startcombat MS02RaidAnt5REF setObjectiveDisplayed MS02 75 1 ElevatorForge01to03REF.unlock ElevatorForge03to01REF.unlock
313DialogueTenpenny;Make the Generic Tenpenny Residents who are eating and wandering in stores enable/disable based on time of day ;This stage is triggered by trigger zone outside and doors in the tower if gamehour >= 8 && gamehour <= 18 && MS12.feralsReleased == 0 ;The people wanderinf the stores: TenpennyResidentFemaleA1TEMPLATERef.enable TenpennyResidentFemaleA2Ref.enable TenpennyResidentMaleA1Ref.enable TenpennyResidentMaleA2Ref.enable ;The people eating outside: TenpennyResidentFemaleD1TEMPLATERef.enable ;TenpennyResidentFemaleD2Ref.enable TenpennyResidentMaleD1Ref.enable ;TenpennyResidentMaleD2Ref.enable else TenpennyResidentFemaleA1TEMPLATERef.disable TenpennyResidentFemaleA2Ref.disable TenpennyResidentMaleA1Ref.disable TenpennyResidentMaleA2Ref.disable TenpennyResidentFemaleD1TEMPLATERef.disable ;TenpennyResidentFemaleD2Ref.disable TenpennyResidentMaleD1Ref.disable ;TenpennyResidentMaleD2Ref.disable endif
314DialogueTenpenny;Make the Generic Tenpenny Residents who are eating and wandering in stores enable/disable based on time of day ;This stage is triggered by trigger zone outside and doors in the tower if gamehour >= 8 && gamehour <= 18 && MS12.GhoulsOk >= 4 ;The people wandering the stores: TenpennyResidentGhoul1Ref.enable TenpennyResidentGhoul2Ref.enable TenpennyResidentGhoul7Ref.enable TenpennyResidentGhoul8Ref.enable ;The people eating outside: TenpennyResidentGhoul11Ref.enable ;TenpennyResidentGhoul12Ref.enable TenpennyResidentGhoul5Ref.enable ;TenpennyResidentGhoul6Ref.enable else ;The people wandering the stores: TenpennyResidentGhoul1Ref.disable TenpennyResidentGhoul2Ref.disable TenpennyResidentGhoul7Ref.disable TenpennyResidentGhoul8Ref.disable ;The people eating outside: TenpennyResidentGhoul11Ref.disable ;TenpennyResidentGhoul12Ref.disable TenpennyResidentGhoul5Ref.disable ;TenpennyResidentGhoul6Ref.disable endif
315MS02;Make the Mechanist and his robot appear, and have him dialogue the player and then attack MechanistREF.moveto MS02MechanistAttack1Marker MS02RaidRobotREF.enable MS02AntAttack1REF.enable MS02AntAttack2REF.enable set MS02.MechanistRaiding to 1 MechanistREF.evp AntAgonizerREF.evp MS02AntAttack1REF.startcombat MS02RaidRobotREF MS02AntAttack2REF.startcombat MS02RaidRobotREF MS02AntAttack1REF.startcombat MechanistREF MS02AntAttack2REF.startcombat MechanistREF setObjectiveDisplayed MS02 70 1
316MS11;Move followers out if ButchRef.GetInCell Megaton || ButchRef.GetInWorldSpace MegatonWorld ButchRef.moveto xMS11FollowersMoveToHere endif if RL3REF.GetInCell Megaton || RL3REF.GetInWorldSpace MegatonWorld RL3REF.moveto xMS11FollowersMoveToHere endif if MQ08FawkesRef.GetInCell Megaton || MQ08FawkesRef.GetInWorldSpace MegatonWorld MQ08FawkesRef.moveto xMS11FollowersMoveToHere endif if StarPaladinCrossREF.GetInCell Megaton || StarPaladinCrossREF.GetInWorldSpace MegatonWorld StarPaladinCrossREF.moveto xMS11FollowersMoveToHere endif if JerichoRef.GetInCell Megaton || JerichoRef.GetInWorldSpace MegatonWorld if Followers.JerichoHired != 0 || Followers.JerichoHired != 0 JerichoRef.moveto xMS11FollowersMoveToHere endif endif if CloverRef.GetInCell Megaton || CloverRef.GetInWorldSpace MegatonWorld CloverRef.moveto xMS11FollowersMoveToHere endif if CharonRef.GetInCell Megaton || CharonRef.GetInWorldSpace MegatonWorld CharonRef.moveto xMS11FollowersMoveToHere endif if DogMeatRef.GetInCell Megaton || DogMeatRef.GetInWorldSpace MegatonWorld DogMeatRef.moveto xMS11FollowersMoveToHere endif if MS15SydneyRef.GetInCell Megaton || MS15SydneyRef.GetInWorldSpace MegatonWorld MS15SydneyRef.moveto xMS11FollowersMoveToHere endif if StickyRef.GetInCell Megaton || StickyRef.GetInWorldSpace MegatonWorld StickyRef.moveto xMS11FollowersMoveToHere endif if RedRef.GetInCell Megaton || RedRef.GetInWorldSpace MegatonWorld RedRef.moveto xMS11FollowersMoveToHere endif if ShortyRef.GetInCell Megaton || ShortyRef.GetInWorldSpace MegatonWorld ShortyRef.moveto xMS11FollowersMoveToHere endif if VictoriaWattsRef.GetInCell Megaton || VictoriaWattsRef.GetInWorldSpace MegatonWorld VictoriaWattsRef.moveto xMS11FollowersMoveToHere endif
317MS12Fin;Move followers out if ButchRef.GetInCell Tenpenny01 == 1 || ButchRef.GetInCell Tenpenny02 == 1 || ButchRef.GetInCell Tenpenny03 == 1 ButchRef.moveto xMS12MoveFollowerToHere endif if RL3REF.GetInCell Tenpenny01 == 1 || RL3REF.GetInCell Tenpenny02 == 1 || RL3REF.GetInCell Tenpenny03 == 1 RL3REF.moveto xMS12MoveFollowerToHere endif if MQ08FawkesRef.GetInCell Tenpenny01 == 1 || MQ08FawkesRef.GetInCell Tenpenny02 == 1 || MQ08FawkesRef.GetInCell Tenpenny03 == 1 MQ08FawkesRef.moveto xMS12MoveFollowerToHere endif if StarPaladinCrossREF.GetInCell Tenpenny01 == 1 || StarPaladinCrossREF.GetInCell Tenpenny02 == 1 || StarPaladinCrossREF.GetInCell Tenpenny03 == 1 StarPaladinCrossREF.moveto xMS12MoveFollowerToHere endif if JerichoRef.GetInCell Tenpenny01 == 1 || JerichoRef.GetInCell Tenpenny02 == 1 || JerichoRef.GetInCell Tenpenny03 == 1 JerichoRef.moveto xMS12MoveFollowerToHere endif if CloverRef.GetInCell Tenpenny01 == 1 || CloverRef.GetInCell Tenpenny02 == 1 || CloverRef.GetInCell Tenpenny03 == 1 CloverRef.moveto xMS12MoveFollowerToHere endif if CharonRef.GetInCell Tenpenny01 == 1 || CharonRef.GetInCell Tenpenny02 == 1 || CharonRef.GetInCell Tenpenny03 == 1 CharonRef.moveto xMS12MoveFollowerToHere endif if DogMeatRef.GetInCell Tenpenny01 == 1 || DogMeatRef.GetInCell Tenpenny02 == 1 || DogMeatRef.GetInCell Tenpenny03 == 1 DogMeatRef.moveto xMS12MoveFollowerToHere endif if MS15SydneyRef.GetInCell Tenpenny01 == 1 || MS15SydneyRef.GetInCell Tenpenny02 == 1 || MS15SydneyRef.GetInCell Tenpenny03 == 1 MS15SydneyRef.moveto xMS12MoveFollowerToHere endif if StickyRef.GetInCell Tenpenny01 == 1 || StickyRef.GetInCell Tenpenny02 == 1 || StickyRef.GetInCell Tenpenny03 == 1 StickyRef.moveto xMS12MoveFollowerToHere endif if RedRef.GetInCell Tenpenny01 == 1 || RedRef.GetInCell Tenpenny02 == 1 || RedRef.GetInCell Tenpenny03 == 1 RedRef.moveto xMS12MoveFollowerToHere endif if ShortyRef.GetInCell Tenpenny01 == 1 || ShortyRef.GetInCell Tenpenny02 == 1 || ShortyRef.GetInCell Tenpenny03 == 1 ShortyRef.moveto xMS12MoveFollowerToHere endif if VictoriaWattsRef.GetInCell Tenpenny01 == 1 || VictoriaWattsRef.GetInCell Tenpenny02 == 1 || VictoriaWattsRef.GetInCell Tenpenny03 == 1 VictoriaWattsRef.moveto xMS12MoveFollowerToHere endif
318MS12Fin;Move followers out if ButchRef.GetInCell Tenpenny01attack == 1 || ButchRef.GetInCell Tenpenny02attack == 1 || ButchRef.GetInCell Tenpenny03attack == 1 ButchRef.moveto xMS12MoveFollowerToHere endif if RL3REF.GetInCell Tenpenny01attack == 1 || RL3REF.GetInCell Tenpenny02attack == 1 || RL3REF.GetInCell Tenpenny03attack == 1 RL3REF.moveto xMS12MoveFollowerToHere endif if MQ08FawkesRef.GetInCell Tenpenny01attack == 1 || MQ08FawkesRef.GetInCell Tenpenny02attack == 1 || MQ08FawkesRef.GetInCell Tenpenny03attack == 1 MQ08FawkesRef.moveto xMS12MoveFollowerToHere endif if StarPaladinCrossREF.GetInCell Tenpenny01attack == 1 || StarPaladinCrossREF.GetInCell Tenpenny02attack == 1 || StarPaladinCrossREF.GetInCell Tenpenny03attack == 1 StarPaladinCrossREF.moveto xMS12MoveFollowerToHere endif if JerichoRef.GetInCell Tenpenny01attack == 1 || JerichoRef.GetInCell Tenpenny02attack == 1 || JerichoRef.GetInCell Tenpenny03attack == 1 JerichoRef.moveto xMS12MoveFollowerToHere endif if CloverRef.GetInCell Tenpenny01attack == 1 || CloverRef.GetInCell Tenpenny02attack == 1 || CloverRef.GetInCell Tenpenny03attack == 1 CloverRef.moveto xMS12MoveFollowerToHere endif if CharonRef.GetInCell Tenpenny01attack == 1 || CharonRef.GetInCell Tenpenny02attack == 1 || CharonRef.GetInCell Tenpenny03attack == 1 CharonRef.moveto xMS12MoveFollowerToHere endif if DogMeatRef.GetInCell Tenpenny01attack == 1 || DogMeatRef.GetInCell Tenpenny02attack == 1 || DogMeatRef.GetInCell Tenpenny03attack == 1 DogMeatRef.moveto xMS12MoveFollowerToHere endif if MS15SydneyRef.GetInCell Tenpenny01attack == 1 || MS15SydneyRef.GetInCell Tenpenny02attack == 1 || MS15SydneyRef.GetInCell Tenpenny03attack == 1 MS15SydneyRef.moveto xMS12MoveFollowerToHere endif if StickyRef.GetInCell Tenpenny01attack == 1 || StickyRef.GetInCell Tenpenny02attack == 1 || StickyRef.GetInCell Tenpenny03attack == 1 StickyRef.moveto xMS12MoveFollowerToHere endif if RedRef.GetInCell Tenpenny01attack == 1 || RedRef.GetInCell Tenpenny02attack == 1 || RedRef.GetInCell Tenpenny03attack == 1 RedRef.moveto xMS12MoveFollowerToHere endif if ShortyRef.GetInCell Tenpenny01attack == 1 || ShortyRef.GetInCell Tenpenny02attack == 1 || ShortyRef.GetInCell Tenpenny03attack == 1 ShortyRef.moveto xMS12MoveFollowerToHere endif if VictoriaWattsRef.GetInCell Tenpenny01attack == 1 || VictoriaWattsRef.GetInCell Tenpenny02attack == 1 || VictoriaWattsRef.GetInCell Tenpenny03attack == 1 VictoriaWattsRef.moveto xMS12MoveFollowerToHere endif
319MS12;NOTE Quest is stopped in 25 CompleteAllObjectives MS12 rewardxp 300 addachievement 24
320MSObjectives;OFF: Buy Chems from Leo Stahl... setObjectiveDisplayed MS11 1 0
321MSObjectives;OFF: Disarm Megaton's atomic bomb. setObjectiveDisplayed MS11 10 0 ;OFF: Rig Megaton's atomic bomb to explode. setObjectiveDisplayed MS11 15 0 ;ON: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveDisplayed MS11 20 1 ;Checks to make sure Burke isn't dead or disabled, and either Lucas Simms or Harden Simms is alive
322MSObjectives;OFF: Disarm Megaton's atomic bomb. setObjectiveDisplayed MS11 10 0 ;ON: Rig Megaton's atomic bomb to explode. setObjectiveDisplayed MS11 15 1 ;OFF: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveDisplayed MS11 20 0
323MSObjectives;ON: Buy Chems from Leo Stahl... if getObjectiveDisplayed MS11 2 == 0 && getObjectiveDisplayed MS11 3 == 0 setObjectiveDisplayed MS11 1 1 endif
324MSObjectives;ON: Disarm Megaton's atomic bomb. setObjectiveDisplayed MS11 10 1 ;OFF: Rig Megaton's atomic bomb to explode. setObjectiveDisplayed MS11 15 0 ;OFF: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveDisplayed MS11 20 0
325MSObjectives;ON: Disarm Megaton's atomic bomb. setObjectiveDisplayed MS11 10 1 ;OFF: Rig Megaton's atomic bomb to explode. setObjectiveDisplayed MS11 15 0 ;OFF: Disarm Megaton's atomic bomb... or rig it to explode. setObjectiveDisplayed MS11 20 0
326MS12;OR Remove the ghoul threat to Tenpenny tower. SetObjectiveDisplayed MS12 100 0 SetObjectiveDisplayed MS12 11 1
327MS18;Player got quest from Radio Message SetObjectiveDisplayed MS18 5 1
328FreeformDungeons;Player has accepted mission FF02InititateDoor.Unlock
329FreeformDC;Player has accepted mission FF02InititateDoor.Unlock
330FreeformMegaton;Player has accepted mission to kill Tam Blackwell ;Enables Tam Blackwell ;TamBlackwellREF.enable
331FreeformDungeons;Player has asked for money
332FreeformDC;Player has asked for money
333FreeformPowerArmor;Player has been directed to Gunny
334FreeformDungeons;Player has found initiate
335FreeformDC;Player has found initiate FF02InititiateREF.RemoveFromFaction FFDCBrotherhoodInitiateFaction FF02InititiateREF.AddToFaction BrotherhoodSteelFaction 1 FF02InititiateREF.AddToFaction BrotherhoodSteelGenericFaction 1 ;FF02InititiateREF.SetAV Aggression 2
336MS01;player has helped defend the town from Mutants ;Quest is stopped after the cheering scene in MS01QuestScript startQuest MS01Fin rewardKarma 150 Set RadioGalaxyNewsQuest.MS01Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 completeAllObjectives MS01
337FreeformPowerArmor;Player has permission from Lyons
338FreeformDungeons;Player has rejected mission FF02InititiateREF.Kill FF02InititateDoor.Unlock
339FreeformDC;Player has rejected mission FF02InititiateREF.Kill FF02InititateDoor.Unlock
340FreeformPowerArmor;Player is trained Player.AddPerk PowerArmorTraining SetPCCanUsePowerArmor 1 ShowMessage PowerArmorTrainingPerkMsg
341MQ01;Player killed Three Dog MQ01SarahRef.Moveto CitLyonsPrideQuartersMarker SetQuestObject MQ02VirgoIIDish 0
342MQ02;Player killed Three Dog Showmessage MQ02QuestFailedMessage SetQuestObject MQ02VirgoIIDish 0
343MS10;Player Started Combat Showmessage MS10QuestFailMessage Set MS10.MS10Done to 1 SetObjectiveDisplayed MS10 10 0 SetObjectiveDisplayed MS10 20 0 SetObjectiveDisplayed MS10 30 0 SetObjectiveDisplayed MS10 40 0 SetObjectiveDisplayed MS10 50 0 Set MS10.BirchLike to 0 Set MS10.CypressLike to 0 Set MS10.MapleLike to 0 Set MS10.LaurelLike to 0 Set MS10.LindenLike to 0 Set MS10.PoplarLike to 0 Set MS10.YewLike to 0 MS10BirchRef.Evp MS10LaurelRef.Evp MS10YewRef.Evp MS10MapleRef.Evp MS10CypressRef.Evp MS10LindenRef.Evp MS10PoplarRef.Evp OasisRootEnableRef.Enable SetQuestObject MS10Liniment 0 SetQuestObject MS10TestTubeFull 0 StopQuest MS10
344MS08;Pops an objective if the player isn't on quest already setStage MS08 3 ;Sets up new variables for use with note script based on old style variables set by dialog if MS08.clue1 == 0 if MS08.MedicalClue1 != 0 set MS08.clue1 to MS08.MedicalClue1 set MS08.TechnicalClue1 to 4321 set MS08.SlaverClue1 to 4321 set MS08.SympathizerClue1 to 4321 elseif MS08.TechnicalClue1 != 0 set MS08.clue1 to MS08.TechnicalClue1 + 10 set MS08.MedicalClue1 to 4321 set MS08.SlaverClue1 to 4321 set MS08.SympathizerClue1 to 4321 elseif MS08.SlaverClue1 != 0 set MS08.clue1 to MS08.SlaverClue1 + 20 set MS08.MedicalClue1 to 4321 set MS08.TechnicalClue1 to 4321 set MS08.SympathizerClue1 to 4321 elseif MS08.SympathizerClue1 != 0 set MS08.clue1 to MS08.SympathizerClue1 + 30 set MS08.MedicalClue1 to 4321 set MS08.TechnicalClue1 to 4321 set MS08.SlaverClue1 to 4321 endif endif if MS08.clue2 == 0 if MS08.MedicalClue2 != 0 set MS08.clue2 to MS08.MedicalClue2 set MS08.TechnicalClue2 to 4321 set MS08.SlaverClue2 to 4321 set MS08.SympathizerClue2 to 4321 elseif MS08.TechnicalClue2 != 0 set MS08.clue2 to MS08.TechnicalClue2 + 10 set MS08.MedicalClue2 to 4321 set MS08.SlaverClue2 to 4321 set MS08.SympathizerClue2 to 4321 elseif MS08.SlaverClue2 != 0 set MS08.clue2 to MS08.SlaverClue2 + 20 set MS08.MedicalClue2 to 4321 set MS08.TechnicalClue2 to 4321 set MS08.SympathizerClue2 to 4321 elseif MS08.SympathizerClue2 != 0 set MS08.clue2 to MS08.SympathizerClue2 + 30 set MS08.MedicalClue2 to 4321 set MS08.TechnicalClue2 to 4321 set MS08.SlaverClue2 to 4321 endif endif if MS08.clue3 == 0 if MS08.MedicalClue3 != 0 set MS08.clue3 to MS08.MedicalClue3 set MS08.TechnicalClue3 to 4321 set MS08.SlaverClue3 to 4321 set MS08.SympathizerClue3 to 4321 elseif MS08.TechnicalClue3 != 0 set MS08.clue3 to MS08.TechnicalClue3 + 10 set MS08.MedicalClue3 to 4321 set MS08.SlaverClue3 to 4321 set MS08.SympathizerClue3 to 4321 elseif MS08.SlaverClue3 != 0 set MS08.clue3 to MS08.SlaverClue3 + 20 set MS08.MedicalClue3 to 4321 set MS08.TechnicalClue3 to 4321 set MS08.SympathizerClue3 to 4321 elseif MS08.SympathizerClue3 != 0 set MS08.clue3 to MS08.SympathizerClue3 + 30 set MS08.MedicalClue3 to 4321 set MS08.TechnicalClue3 to 4321 set MS08.SlaverClue3 to 4321 endif endif if MS08.clue4 == 0 if MS08.MedicalClue4 != 0 set MS08.clue4 to MS08.MedicalClue4 set MS08.TechnicalClue4 to 4321 set MS08.SlaverClue4 to 4321 set MS08.SympathizerClue4 to 4321 elseif MS08.TechnicalClue4 != 0 set MS08.clue4 to MS08.TechnicalClue4 + 10 set MS08.MedicalClue4 to 4321 set MS08.SlaverClue4 to 4321 set MS08.SympathizerClue4 to 4321 elseif MS08.SlaverClue4 != 0 set MS08.clue4 to MS08.SlaverClue4 + 20 set MS08.MedicalClue4 to 4321 set MS08.TechnicalClue4 to 4321 set MS08.SympathizerClue4 to 4321 elseif MS08.SympathizerClue4 != 0 set MS08.clue4 to MS08.SympathizerClue4 + 30 set MS08.MedicalClue4 to 4321 set MS08.TechnicalClue4 to 4321 set MS08.SlaverClue4 to 4321 endif endif ;get Victoria Watts to spawn if appropriate: setStage MS08 4
345MS13;quest failed all four targets are dead CompleteAllObjectives MS13 showMessage MS13QuestFailedMessage
346MS09;Quest Failed State if ( MS09.ArefuDead == 1 ) ShowMessage MS09QuestFailMessage elseif ( MS09.IanDead == 1 ) ShowMessage MS09QuestFailMessageIan endif CompleteAllObjectives MS09 if ( Player.GetItemCount MS09SealedEnvelope == 1 ) SetQuestObject MS09SealedEnvelope 0 endif StopQuest MS09
347MS12;Remove the ghoul threat to Tenpenny tower. SetObjectiveDisplayed MS12 10 1
348MS10;Resume normal Oasis schedules MS10CypressRef.Evp MS10LindenRef.Evp MS10YewRef.Evp MS10PoplarRef.Evp
349FreeformSupermutantCaptives;Reward for rescue RewardXP 50 RewardKarma 50 Player.AddItem FFLLSupermutantCaptiveGift 1
350FreeformSupermutantCaptives;Reward for rescue RewardXP 50 RewardKarma 75
351MS02;Reward karma for non-violent solution and therapy player.rewardkarma 100 set MS02.AARetired to 1 ;If the player has dealt with the other super if (getStageDone MS02 85 == 1 || getStageDone MS02 95 == 1) setObjectiveCompleted ms02 115 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 85 == 0 && getStageDone MS02 95 == 0) setObjectiveDisplayed ms02 110 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
352MS02;Reward karma for non-violent solution and therapy player.rewardkarma 100 set MS02.MRetired to 1 ;If the player has dealt with the other super if (getStageDone MS02 80 == 1 || getStageDone MS02 90 == 1) setObjectiveCompleted ms02 110 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 80 == 0 && getStageDone MS02 90 == 0) setObjectiveDisplayed ms02 115 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
353MS10;Sap was used SetObjectiveCompleted MS10 20 1 SetObjectiveDisplayed MS10 10 0 SetObjectiveDisplayed MS10 30 0 SetObjectiveDisplayed MS10 40 1 Set MS10.BirchLike to 1 Set MS10.CypressLike to 1 Set MS10.MapleLike to 1 Set MS10.AssetMove to 1
354MS16;Set "evacuation" finish Set MS16.Finish to 4 ;Karma hit player.rewardkarma -250 ;Move Amata and the Overseer to positions to ambush the player with dialogue If (MS16.AllenOverseer == 0 && GetDeadCount Overseer == 0) OverseerREF.moveto MS16ReactorEntranceMarker OverseerREF.addscriptpackage MS16OverseerEvacuation elseif (MS16.AllenOverseer == 1 && GetDeadCount AllenMack == 0) AllenMackREF.moveto MS16ReactorEntranceMarker AllenMackREF.addscriptpackage MS16OverseerEvacuation endif if (GetDeadCount Amata == 0) AmataREF.moveto AmataEvacuationMarker AmataREF.addscriptpackage MS16AmataEvacuate endif ;Get Butch the hell out of there. To the bar! ButchREF.moveto BelleBonnyREF ButchREF.addscriptpackage MS16finButchRCBar ;Disable all other Vault members as they run away ;Vault101NPCMarkerREF.disable Vault101Security01REF.disable Vault101Security02REF.disable Vault101Security03REF.disable Vault101Security04REF.disable Vault101Security07REF.disable Vault101Security08REF.disable BeatriceREF.disable EllenDeLoriaREF.disable PepperGomezREF.disable WallyMackREF.disable MrBrotchREF.disable OldLadyPalmerREF.disable ChristineKendallREF.disable SusieMackREF.disable FreddieGomezREF.disable if (MS16.AllenOverseer == 0) AllenMackREF.disable endif setObjectiveCompleted MS16 30 1 setObjectiveCompleted MS16 80 1 setObjectiveDisplayed MS16 180 1 setObjectiveDisplayed MS16 40 0 setObjectiveDisplayed MS16 60 0 setObjectiveDisplayed MS16 90 0 if (getObjectiveCompleted MS16 160 == 0) setObjectiveCompleted MS16 160 0 endif if (getObjectiveCompleted MS16 140 == 0) setObjectiveCompleted MS16 140 0 endif
355MS08;set by MS08QuestScript used to turn off quest SetEssential Pinkerton 0 SetEssential Zimmer 0 SetEssential Armitage 0 setQuestobject MS08AndroidComponent 0 ;remove audio notes removeNote MS08HarknessAudioLog removeNote MS08Note1Medical removeNote MS08Note1Slaver removeNote MS08Note1Sympathizer removeNote MS08Note1Technical removeNote MS08Note2 removeNote MS08Note3Medical removeNote MS08Note3Slaver removeNote MS08Note3Sympathizer removeNote MS08Note3Technical removeNote MS08Note4 removeNote MS08NoteHarknessToZimmer stopquest MS08
356MQ01;Set if player skips over to MQ03 CompleteAllObjectives MQ01 StopQuest MQ01 MQ01SarahRef.Moveto CitLyonsPrideQuartersMarker
357MS03;Set Moira to enter this new data ;set MS03.MoiraDataEntry to 1 ;MoiraBrownREF.evp ;Add player reward player.addItem MS03a1FoodReward 1 ;Finish "return" objective and clear others SetObjectiveDisplayed MS03 12 0 SetObjectiveCompleted MS03 16 1 ;Set new tracking variables Set MS03.MS03a1 to 4 ;Check other tasks in this set. ;If they are all done, set to stage 38 and complete stage 5. if(MS03.MS03a1 == 4 && MS03.MS03a2 == 4 && MS03.MS03a3 == 4) Set MS03.MS03a to 3 SetStage MS03 38 SetObjectiveCompleted MS03 5 1 endif ;Track current book style: if (MS03.standard > MS03.smart && MS03.standard > MS03.tough && MS03.standard > MS03.sly && MS03.standard > MS03.snide) Set MS03.currentStyle to 0 elseif (MS03.smart > MS03.standard && MS03.smart > MS03.tough && MS03.smart > MS03.sly && MS03.smart > MS03.snide) Set MS03.currentStyle to 1 elseif (MS03.tough > MS03.smart && MS03.tough > MS03.standard && MS03.tough > MS03.sly && MS03.tough > MS03.snide) Set MS03.currentStyle to 2 elseif (MS03.sly > MS03.smart && MS03.sly > MS03.tough && MS03.sly > MS03.standard && MS03.sly > MS03.snide) Set MS03.currentStyle to 3 elseif (MS03.snide > MS03.smart && MS03.snide > MS03.tough && MS03.snide > MS03.sly && MS03.snide > MS03.standard) Set MS03.currentStyle to 4 else Set MS03.currentStyle to 0 endif
358MS08;set the railroad agent to ambush player if MS08.railroadAmbush == 0 if MS08.medicalClue3 != 0 || MS08.slaverClue3 != 0 || MS08.sympathizerClue3 != 0 || MS08.technicalClue3 != 0 ; if MS08VictoriaSpawnMoiraBrown.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnMoiraBrown ; ; elseif MS08VictoriaSpawnCutter.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnCutter ; ; elseif MS08VictoriaSpawnDocChurch.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnDocChurch ; ; elseif MS08VictoriaSpawnDoctorBanfield.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnDoctorBanfield ; ; elseif MS08VictoriaSpawnDoctorBarrows.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnDoctorBarrows ; ; elseif MS08VictoriaSpawnEulogyJones.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnEulogyJones ; ; elseif MS08VictoriaSpawnFatherClifford.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnFatherClifford ; ; ; elseif MS08VictoriaSpawnGrouse.getDistance player < 5000 ; VictoriaWattsRef.moveto MS08VictoriaSpawnGrouse ; ; ; elseif MS08VictoriaSpawnHerbertDashwood.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnHerbertDashwood ; ; elseif MS08VictoriaSpawnKnickKnack.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnKnickKnack ; ; elseif MS08VictoriaSpawnLucy.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnLucy ; ; elseif MS08VictoriaSpawnManya.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnManya ; ; elseif MS08VictoriaSpawnRed.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnRed ; ; elseif MS08VictoriaSpawnScribeBowditch.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnScribeBowditch ; ; elseif MS08VictoriaSpawnSeagraveHolmes.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnSeagraveHolmes ; ; elseif MS08VictoriaSpawnSister.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnSister ; ; ; elseif MS08VictoriaSpawnTulip.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnTulip ; ; elseif MS08VictoriaSpawnWinthrop.getInSameCell player == 1 ; VictoriaWattsRef.moveto MS08VictoriaSpawnWinthrop ; ; endif ; ; ;If she wasn't moved to a load door in the above, then the quest script will handle moving her to the player next time he steps outside ; ;otherwise she enables and her editor location, and beginings hunting him down set MS08.railroadAmbush to 1 VictoriaWattsRef.enable VictoriaWattsRef.evp endif endif
359Doctors;Set to heal the player of addictions Player.RemoveSpell WithdrawalAlcohol Player.RemoveSpell WithdrawalAntNectar Player.RemoveSpell WithdrawalBuffout Player.RemoveSpell WithdrawalJet Player.RemoveSpell WithdrawalMentats Player.RemoveSpell WithdrawalMorphine Player.RemoveSpell WithdrawalPsycho Player.RemoveSpell WithdrawalQuantumNukacola Player.RemoveSpell MS09WithdrawalUltraJet Set Generic.Addicted to 0
360Doctors;Set to heal the player of physical damage Player.CastImmediateOnSelf FFSawbonesHealEffect Player.ResetHealth
361Doctors;Set to heal the player of physical damage Player.ResetHealth
362FollowersHireCharon;set when Greta dies
363FollowersHireCharon;Set when player agrees to kill Greta for Ahzurkhal.
364FreeformMegaton;Set when player fixes water pipes
365FollowersHireCharon;set when player has the contract
366FreeformMegaton;Set when player turns in 10 parts set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PartsPurchaseReward * 10 ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * 10 ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 10
367FreeformMegaton;Set when player turns in 15 parts set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PartsPurchaseReward * 15 ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * 15 ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 15
368FreeformMegaton;Set when player turns in 20 parts set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PartsPurchaseReward * 20 ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * 20 ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 20
369FreeformMegaton;Set when player turns in 25 parts set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PartsPurchaseReward * 25 ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * 25 ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 25
370FreeformMegaton;Set when player turns in 5 parts set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PartsPurchaseReward * 5 ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * 5 ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 5
371FreeformMegaton;Set when player turns in all parts for karma set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PlayerPartsCount * FreeformMegatonSparePartsKarmaReward ) player.RewardKarma FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * FreeformMegaton.PlayerPartsCount ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 1000
372FreeformMegaton;Set when player turns in all parts for money set FreeformMegaton.PlayerRewardAmount to ( FreeformMegaton.PlayerPartsCount * FreeformMegaton.PartsPurchaseReward ) player.AddItem Caps001 FreeformMegaton.PlayerRewardAmount set FreeformMegaton.PlayerXPRewardAmount to ( FreeformMegatonSparePartsXPReward * FreeformMegaton.PlayerPartsCount ) RewardXP FreeformMegaton.PlayerXPRewardAmount player.RemoveItem SpareParts 1000
373CG01;setObjectiveCompleted CG01 70 1 setObjectiveDisplayed CG01 80 1 CG01DadREF.evp
374MS03;SetObjectiveCompleted MS03 2 1 ;SetObjectiveDisplayed MS03 5 1 Set MS03.MS03a to 1
375MS03;SetObjectiveCompleted MS03 38 1 ;SetObjectiveDisplayed MS03 68 1
376MS03;SetObjectiveCompleted MS03 5 1 ;SetObjectiveDisplayed MS03 38 1
377FreeformMegaton;Sets variables for rewards set FreeformMegaton.PartsPurchaseReward to FreeformMegatonSparePartsReward set FreeformMegaton.PartsXPReward to FreeformMegatonSparePartsXPReward set FreeformMegaton.PlayerPartsCount to ( Player.GetItemCount SpareParts )
378MSObjectives;Show Fail message if Burke is dead (sets variable and checks condition so this only ever happens once) showMessage MS11BurkeDeathFailMsg set MS11.BurkeFailMsg to 1
379MSObjectives;Show Fail message if Burke is disabled (sets variable and checks condition so this only ever happens once) showMessage MS11BurkeDisableFailMsg set MS11.BurkeFailMsg to 1
380CGTutorial;ShowMessage CGTutorialRelease
381MS01;Since killing Red / Shorty displays objectives, make sure we call this *before* killing them to avoid having the new objectives show up as Completed completeAllObjectives MS01 Set RadioGalaxyNewsQuest.MS01Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;just in case they aren't dead and the player tells the town he's not doing it if RedRef.getInCell GermPoliceHQ == 1 RedRef.disable endif if ShortyRef.getInCell GermPoliceHQ == 1 ShortyRef.disable endif
382ControlRumble;start rumble set ControlRumble.rumbleNow to 1
383FreeformPowerArmor;Stop quest StopQuest FreeformPowerArmor
384ControlRumble;stop rumbling and reset variables (occurs in multiple stage results) set ControlRumble.rumbleNow to 0 set ControlRumble.Stage1Fired to 0 set ControlRumble.Stage2Fired to 0 set ControlRumble.Stage3Fired to 0 set ControlRumble.Stage4Fired to 0 set ControlRumble.Stage5Fired to 0 set ControlRumble.Stage6Fired to 0 set ControlRumble.Stage7Fired to 0 set ControlRumble.Stage8Fired to 0 set ControlRumble.Stage9Fired to 0 set ControlRumble.Stage10Fired to 0
385MQ01;Supermutants dead. ; Control handed off to MQ01 for dialogue scene. setQuestDelay MQ01 .01 ; start scene A1 set MQ01.speaker to 2 ; Vargas set MQ01.target to 5 ; Sarah set MQ01.timer to 3 ; delay a bit MQ01SarahRef.evp MQ01ReddinREF.evp MQ01VargasREF.evp ; start Reddin's celebration set MQ01ReddinRef.talk to 1 set MQ01ReddinRef.timer to 2
386FreeformMegaton;Tam Blackwell is dead
387MS01;The player has turned his back on the town and they have been killed offscreen by mutants ; NPC scripts handle killing them when this stage is set stopquest ms01 stopQuest MS01Crowd Set RadioGalaxyNewsQuest.MS01Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1
388MS08;This stage is essential a "function" that sets up the proper notes to add to the player, it takes script vars as "parameters" ;it also sets up the proper backwards compatible variables that are used by dialog if MS08.clueType == 1 ;medical if MS08.Clue1 == 0 addNote MS08Note1Medical set MS08.clue1 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue1 to MS08.Clue1 set MS08.TechnicalClue1 to 1234 set MS08.SlaverClue1 to 1234 set MS08.SympathizerClue1 to 1234 elseif MS08.Clue1 == MS08.clueOwner if GetHasNote MS08Note1Medical == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note1Medical elseif MS08.clue1 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue2 == 0 addNote MS08Note2 set MS08.clue2 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue2 to MS08.Clue2 set MS08.TechnicalClue2 to 1234 set MS08.SlaverClue2 to 1234 set MS08.SympathizerClue2 to 1234 elseif MS08.Clue2 == MS08.clueOwner if GetHasNote MS08Note2 == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note2 elseif MS08.clue2 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue3 == 0 addNote MS08Note3Medical set MS08.clue3 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue3 to MS08.Clue3 set MS08.TechnicalClue3 to 1234 set MS08.SlaverClue3 to 1234 set MS08.SympathizerClue3 to 1234 elseif MS08.Clue3 == MS08.clueOwner if GetHasNote MS08Note3Medical == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note3Medical elseif MS08.clue3 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue4== 0 addNote MS08Note4 set MS08.clue4 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue4 to MS08.Clue1 set MS08.TechnicalClue4 to 1234 set MS08.SlaverClue4 to 1234 set MS08.SympathizerClue4 to 1234 elseif MS08.Clue4== MS08.clueOwner if GetHasNote MS08Note4 == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note4 elseif MS08.clue4 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object endif elseif MS08.clueType == 2 ;technical if MS08.Clue1 == 0 addNote MS08Note1Technical set MS08.clue1 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue1 to 1234 set MS08.TechnicalClue1 to MS08.Clue1 + 10 set MS08.SlaverClue1 to 1234 set MS08.SympathizerClue1 to 1234 elseif MS08.Clue1 == MS08.clueOwner addNote MS08Note1Technical if GetHasNote MS08Note1Technical == 1 showMessage MS08AlreadyFoundMessage endif elseif MS08.clue1 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue2 == 0 addNote MS08Note2 set MS08.clue2 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue2 to 1234 set MS08.TechnicalClue2 to MS08.Clue2 + 10 set MS08.SlaverClue2 to 1234 set MS08.SympathizerClue2 to 1234 elseif MS08.Clue2 == MS08.clueOwner addNote MS08Note2 if GetHasNote MS08Note2 == 1 showMessage MS08AlreadyFoundMessage endif elseif MS08.clue2 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue3 == 0 addNote MS08Note3Technical set MS08.clue3 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue3 to 1234 set MS08.TechnicalClue3 to MS08.Clue3 + 10 set MS08.SlaverClue3 to 1234 set MS08.SympathizerClue3 to 1234 elseif MS08.Clue3 == MS08.clueOwner if GetHasNote MS08Note3Technical == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note3Technical elseif MS08.clue3 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue4== 0 addNote MS08Note4 set MS08.clue4 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue4 to 1234 set MS08.TechnicalClue4 to MS08.Clue4 + 10 set MS08.SlaverClue4 to 1234 set MS08.SympathizerClue4 to 1234 elseif MS08.Clue4== MS08.clueOwner if GetHasNote MS08Note4 == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note4 elseif MS08.clue4 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object endif elseif MS08.clueType == 3 ;slaver if MS08.Clue1 == 0 addNote MS08Note1Slaver set MS08.clue1 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue1 to 1234 set MS08.TechnicalClue1 to 1234 set MS08.SlaverClue1 to MS08.Clue1 + 20 set MS08.SympathizerClue1 to 1234 elseif MS08.Clue1 == MS08.clueOwner if GetHasNote MS08Note1Slaver == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note1Slaver elseif MS08.clue1 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue2 == 0 addNote MS08Note2 set MS08.clue2 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue2 to 1234 set MS08.TechnicalClue2 to 1234 set MS08.SlaverClue2 to MS08.Clue2 + 20 set MS08.SympathizerClue2 to 1234 elseif MS08.Clue2 == MS08.clueOwner if GetHasNote MS08Note2 == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note2 elseif MS08.clue2 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue3 == 0 addNote MS08Note3Slaver set MS08.clue3 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue3 to 1234 set MS08.TechnicalClue3 to 1234 set MS08.SlaverClue3 to MS08.Clue3 + 20 set MS08.SympathizerClue3 to 1234 elseif MS08.Clue3 == MS08.clueOwner if GetHasNote MS08Note3Slaver == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note3Slaver elseif MS08.clue3 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue4== 0 addNote MS08Note4 set MS08.clue4 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue4 to 1234 set MS08.TechnicalClue4 to 1234 set MS08.SlaverClue4 to MS08.Clue4 + 20 set MS08.SympathizerClue4 to 1234 elseif MS08.Clue4== MS08.clueOwner if GetHasNote MS08Note4 == 1 showMessage MS08AlreadyFoundMessage endif addNote MS08Note4 elseif MS08.clue4 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object endif elseif MS08.clueType == 4 ;sympathizer if MS08.Clue1 == 0 addNote MS08Note1Sympathizer set MS08.clue1 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue1 to 1234 set MS08.TechnicalClue1 to 1234 set MS08.SlaverClue1 to 1234 set MS08.SympathizerClue1 to MS08.Clue1 + 30 elseif MS08.Clue1 == MS08.clueOwner addNote MS08Note1Sympathizer elseif MS08.clue1 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue2 == 0 addNote MS08Note2 set MS08.clue2 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue2 to 1234 set MS08.TechnicalClue2 to 1234 set MS08.SlaverClue2 to 1234 set MS08.SympathizerClue2 to MS08.Clue2 + 30 elseif MS08.Clue2 == MS08.clueOwner addNote MS08Note2 elseif MS08.clue2 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue3 == 0 addNote MS08Note3Sympathizer set MS08.clue3 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue3 to 1234 set MS08.TechnicalClue3 to 1234 set MS08.SlaverClue3 to 1234 set MS08.SympathizerClue3 to MS08.Clue3 + 30 elseif MS08.Clue3 == MS08.clueOwner addNote MS08Note3Sympathizer elseif MS08.clue3 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object elseif MS08.Clue4== 0 addNote MS08Note4 set MS08.clue4 to -MS08.clueOwner ;setup backwards compatible variables to work with dialog conditions set MS08.MedicalClue4 to 1234 set MS08.TechnicalClue4 to 1234 set MS08.SlaverClue4 to 1234 set MS08.SympathizerClue4 to MS08.Clue4 + 30 elseif MS08.Clue4== MS08.clueOwner addNote MS08Note4 elseif MS08.clue4 == -MS08.clueOwner showMessage MS08AlreadyFoundMessage ;this used to be a blank holotape misc object endif endif if MS08.clue4 != 0 setStage MS08 20 endif ;get Victoria Watts to spawn if appropriate: setStage MS08 4
389MQ05;this stage set to allow Dad's dialogue immediately upon leaving Tranquility Lane
390MS01;turn on failure objective setObjectiveDisplayed MS01 49 1
391CG02addachievement 1
392MS03addachievement 14 if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif
393CG01CG01DadREF.evp EnablePlayerControls 1 0 0 0 1 1 0; only enable movement setObjectiveDisplayed CG01 20 1
394CG01CG01DadREF.moveto CG01DadStartMarker setstage CG01 5 player.setscale .4 player.moveto CG01PlayerStartMarker
395CG02CG02DadREF.IgnoreCrime 1 CG02JonasREF.IgnoreCrime 1 CG02AmataREF.IgnoreCrime 1 CG02StanleyREF.IgnoreCrime 1 CG02AndyREF.IgnoreCrime 1 CG02OverseerREF.IgnoreCrime 1 CG02OldLadyPalmerREF.IgnoreCrime 1 CG02Vault101Security02REF.IgnoreCrime 1 CG02Vault101Security04REF.IgnoreCrime 1 CG02ButchREF.IgnoreCrime 1 CG02PaulHannonREF.IgnoreCrime 1 CG02WallyMackREF.IgnoreCrime 1
396CG03CG03ButchREF.addToFaction playerFaction 0 CG03ButchREF.IgnoreCrime 1 CG03WallyMackREF.addToFaction playerFaction 0 CG03WallyMackREF.IgnoreCrime 1 CG03PaulHannonREF.addToFaction playerFaction 0 CG03PaulHannonREF.IgnoreCrime 1 ; make almost everyone ignore crime CG03DadREF.IgnoreCrime 1 CG03JonasREF.IgnoreCrime 1 CG03AmataREF.IgnoreCrime 1 CG03MrBrotchREF.IgnoreCrime 1 CG03SusieMackREF.IgnoreCrime 1 CG03ChristineKendallREF.IgnoreCrime 1 CG03FreddieGomezREF.IgnoreCrime 1 CG03StanleyREF.IgnoreCrime 1 CG03AndyREF.IgnoreCrime 1
397MQ11ColonelAutumnRef.MoveTo MQ11AutumnMarker ColonelAutumnRef.Enable ColonelAutumnRef.SetGhost 0 SetEssential ColonelAutumn 0 CitCraneRef.SetOpenState 0 Set CitCraneRef.State to 0 MQ01SarahRef.SetAV Health 500 SetObjectiveCompleted MQ11 20 1 SetObjectiveDisplayed MQ11 30 1 SetStage MQ11LD 1 SetStage MQ11LD 10 ;MQ01VargasRef.EVP ;PaladinGladeRef.EVP ;PaladinKodiakRef.EVP ;KnightCaptainDuskRef.EVP ;KnightCaptainGallowsRef.EVP CitadelSentryBotRef.disable CitadelBOSGuardRef1.disable MQ11BosExteriorGuard01REF.disable MQ11BosExteriorGuard02REF.disable GateGuardRef.disable CitBaileyInitiate04Ref.EVP CitBaileyInitiate05Ref.EVP CitadelBrotherhoodInitiate02REF.EVP
398CG02CompleteAllObjectives CG02 ; run timer set CG02.timer to 2 set CG02.runTimer to 1 ; unequip BB gun before removeallitems player.unequipitem CG02WeapBBGun 0 1
399CG04completeAllObjectives CG04 rewardXP 200 ;enable MS16 now that the player has left the vault. startQuest MS16 set RadioGalaxyNewsQuest.CG04Done to ( GameDaysPassed + 1 ) ; turn back on normal range of load screens SetLocationSpecificLoadScreensOnly 0 SetInCharGen 0 ; now you can level up addachievement 3 stopQuest CG04 ; start MQ01 setstage MQ01 10
400MQ07CompleteAllObjectives MQ07 SetObjectiveDisplayed MQ07 155 1
401MQSearchCompleteAllObjectives MQSearch StopQuest MQSearch
402MS10CompleteAllObjectives MS10 SetQuestObject MS10Liniment 0 SetQuestObject MS10TestTubeFull 0 Set MS10.MS10Done to 1 StopQuest MS10 StartQuest MS10Fin if ( MS10.InFlames == 0 ) RewardXP 300 else Set RadioGalaxyNewsQuest.MS10Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 endif addachievement 22
403MS11completeAllObjectives MS11 ;Get Burke Reward rewardxp 300 if MS11.BurkeBonus >= 1 player.additem caps001 1000 else player.additem caps001 500 endif player.additem TenpennySuiteKey 1 player.additem HouseDeedTenpenny 1 Set RadioGalaxyNewsQuest.MS11Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 set MS11.BlowUp to 4 ;TenpennyPlayerDoorRef.Enable ;TenpennyUnocSuiteDoorRef.Disable setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up stopQuest MS11 addachievement 23
404MS11completeAllObjectives MS11 ;Get Simms Reward rewardxp 300 Set RadioGalaxyNewsQuest.MS11Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 if MS11.SimmsBonus == 1 player.additem caps001 100 elseif MS11.SimmsBonus == 2 player.additem caps001 500 endif player.AddItem MegatonHouseKey 1 player.AddItem HouseDeedMegaton 1 LucasSimmsRef.modDisposition player 75 stopQuest MS11 ;make Burke disappear if MisterBurkeRef.getInSameCell player == 0 MisterBurkeRef.disable set MS11Fin.moved to 1 endif addachievement 23
405MS16completeAllObjectives MS16 showMessage MS16AbandonedFailedMSG stopQuest MS16 ;Turn off Radio 101 listening area MS16Vault101ExternalRadioREF.disable MS16Vault101ExternalRadioREF.setBroadcastState 0 ;Move non-hired followers out of the area, if inside. if getInCellParam Vault101 MS15SydneyREF MS15SydneyREF.moveto EvacuationMarker endif if getInCellParam Vault101 StickyREF StickyREF.moveto EvacuationMarker endif if getInCellParam Vault101 RedREF RedREF.moveto EvacuationMarker endif if getInCellParam Vault101 ShortyREF ShortyREF.moveto EvacuationMarker endif if getInCellParam Vault101 VictoriaWattsREF VictoriaWattsREF.moveto EvacuationMarker endif if getInCellParam Vault101 CherryREF CherryREF.moveto EvacuationMarker endif
406MQ11ElderLyonsRef.EVP ScribeRothchildRef.EVP
407CG02EnablePlayerControls 1 1 0 1 1 1; enable everything but fighting autosave setObjectiveDisplayed CG02 10 1 ; enable radio RadioVault101REF.enable CG02AmataREF.evp ; trigger pip-boy tutorial setstage CGTutorial 50 ; force radio update ForceRadioStationUpdate
408CG03EnablePlayerControls autosave SetObjectiveDisplayed CG03 10 1 CG03JonasREF.evp
409MS13grouseRef.additem WeapMesmetron 1 grouseref.additem AmmoMesmetronPowerCell 50 GrouseRef.additem MS13MesmatronManual 1
410MS04if ( GetObjectiveDisplayed MS04 10 == 1 ) SetObjectiveDisplayed MS04 20 1 SetObjectiveCompleted MS04 10 1 endif
411MS04if ( GetObjectiveDisplayed MS04 35 == 0 ) SetObjectiveDisplayed MS04 30 1 endif if ( GetObjectiveDisplayed MS04 20 == 1 ) SetObjectiveCompleted MS04 20 1 endif
412MS04if ( GetObjectiveDisplayed MS04 45 == 1 ) SetObjectiveCompleted MS04 45 1 endif if ( GetStageDone MS04 10 == 1 ) SetObjectiveDisplayed MS04 50 1 endif if ( MS04.MasterKill == 0 ) set MS04.MasterKill to 1 endif if ( GetObjectiveDisplayed MS04 42 == 1 ) SetObjectiveCompleted MS04 42 1 endif if ( GetObjectiveDisplayed MS04 30 == 1 ) SetObjectiveCompleted MS04 30 1 endif if ( GetObjectiveDisplayed MS04 35 == 1 ) SetObjectiveCompleted MS04 35 1 endif DocLeskoRef.Evp
413MS04if ( GetObjectiveDisplayed MS04 50 == 1 ) SetObjectiveCompleted MS04 50 1 endif SetObjectiveDisplayed MS04 60 1 BryanWilksRef.Evp
414MS09if ( GetObjectiveDisplayed MS09 40 == 1 ) SetObjectiveCompleted MS09 40 1 endif if ( GetObjectiveDisplayed MS09 50 == 1 ) SetObjectiveCompleted MS09 50 1 endif SetObjectiveDisplayed MS09 60 1 if ( GetDeadCount TheFamilyVance == 0 ) Player.AddItem SchematicsShishkebabItem 1 set MS09.GotShish to 1 endif MS09PostQuestDisabler.Enable MS09BrahminTrigger.Disable
415MQ01if ( GetStage MQ03 < 10 ) SetObjectiveCompleted MQ01 10 1 SetObjectiveDisplayed MQ01 20 1 endif
416MQ01if ( GetStage MQ03 < 10 ) SetObjectiveCompleted MQ01 25 1 SetObjectiveCompleted MQ01 20 1 SetObjectiveCompleted MQ01 10 1 SetObjectiveDisplayed MQ01 40 1 ShowMap GNRMapMarker endif
417MQ01if ( GetStage MQ03 < 10 ) SetObjectiveCompleted MQ01 70 1 if GetObjectiveDisplayed MQ01 60 == 1 && GetObjectiveCompleted MQ01 60 == 0 SetObjectiveDisplayed MQ01 60 0 ; remove fatman objective if not already complete endif RewardXP 300 if ( MQ02DishRef.HaveDish == 0 ) SetStage MQ02 10 endif Set RadioGalaxyNewsQuest.MQ01Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StopQuest MQ01 endif addachievement 04 MQ01SarahRef.Moveto CitLyonsPrideQuartersMarker
418MQ01if ( GetStage MQ03 < 10 ) SetObjectiveDisplayed MQ01 10 1 endif
419MQ07if ( GetStageDone MQ07 15 == 1 ) SetObjectiveCompleted MQ07 15 1 endif SetObjectiveDisplayed MQ07 20 1
420MQ07if ( GetStageDone MQ07 60 == 1 ) SetObjectiveCompleted MQ07 60 1 endif SetObjectiveCompleted MQ07 50 1 SetObjectiveDisplayed MQ07 70 1
421MQ07if ( GetStageDone MQ07 70 == 1 ) SetObjectiveCompleted MQ07 70 1 endif if ( GetStageDone MQ07 50 == 1 ) SetObjectiveCompleted MQ07 50 1 endif SetObjectiveDisplayed MQ07 80 1
422MQ07if ( GetStageDone MQ07 90 == 1 ) SetObjectiveCompleted MQ07 90 1 endif if ( GetStageDone MQ07 15 == 1 ) SetObjectiveCompleted MQ07 15 1 endif CompleteAllObjectives MQ07 ShowMap LLMapMarker Set RadioGalaxyNewsQuest.MQ07Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StopQuest MQ07 RewardXP 900 addachievement 10
423MQ02if ( MQ02WeaponsPromise == 0 ) SetObjectiveDisplayed MQ02 50 1 elseif ( MQ02WeaponsPromise == 1 ) SetObjectiveDisplayed MQ02 55 1 endif SetObjectiveCompleted MQ02 40 1 Set DialogueGNR.Complete to 1 MQ02MallSideMutantsMarker.enable ;enables two mutants on the side of the mall near the museum of tech
424MQ05if ( MQ03.Bodycount >= 14 ) MQ05PReexistingTurret.disable AlexDargonRef.Enable DanielAgincourtRef.Enable endif if ( MQ03.BodyCount < 14 ) Set MQ05.AllClear to 1 endif SetObjectiveCompleted MQ05 10 1 SetObjectiveDisplayed MQ05 20 1 ShowMap PPMapMarker
425MS09if ( MS09FamilyHates == 0 ) && ( MS09ArefuHates == 0 ) RewardKarma 300 endif if ( MS09FamilyHates == 0 ) RewardXP 300 endif CompleteAllObjectives MS09 Set RadioGalaxyNewsQuest.MS09Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StopQuest MS09 StartQuest MS09Fin addachievement 21
426MS02if (getDeadCount Mechanist >= 1 && getDeadCount AntAgonizer >= 1) player.additem caps001 400 else player.additem caps001 200 endif rewardxp 300 setObjectiveDisplayed MS02 20 1 completeAllObjectives MS02 stopQuest MS02 startQuest MS02Fin addachievement 13
427FollowersHireFawkesif (getDeadCount MQ08Fawkes == 0) if (MQ08FawkesREF.Rescued == 1) FollowersHireFawkesEnclaveSoldiers03REF.evp MQ08FawkesREF.StartCombat FollowersHireFawkesEnclaveSoldiers03REF FollowersHireFawkesEnclaveSoldiers02REF.evp MQ08FawkesREF.StartCombat FollowersHireFawkesEnclaveSoldiers02REF FollowersHireFawkesEnclaveSoldiers01REF.evp MQ08FawkesREF.StartCombat FollowersHireFawkesEnclaveSoldiers01REF endif endif
428MQ09if (getDeadCount MQ08Fawkes == 0) if (MQ08FawkesREF.Rescued == 1) MQ08FawkesREF.moveto FawkesWaitMarker MQ08FawkesREF.RemoveAllItems MQ08FawkesREF.AddItem FollowersFawkesGatlingLaser 1 MQ08FawkesREF.EquipItem FollowersFawkesGatlingLaser MQ08FawkesREF.AddItem AmmoElectronChargePackRobot 100 FollowersHireFawkesEnableMARKER.enable endif endif
429MS16if (getObjectiveDisplayed MS16 140== 1) setObjectiveDisplayed MS16 140 0 endif if (getObjectiveDisplayed MS16 160== 1) setObjectiveDisplayed MS16 160 0 endif showMessage MS16ChaosFailedMSG stopQuest MS16 startQuest MS16fin set MS16fin.Chaos to 1 if ButchRef.GetDead == 0 ;Get Butch the hell out of there. To the bar! ButchREF.moveto BelleBonnyREF ButchREF.addscriptpackage MS16finButchRCBar endif
430MS11if AndyStahlRef.GetInCell Megaton || AndyStahlRef.GetInWorldSpace MegatonWorld AndyStahlRef.Kill endif if BillyCreelRef.GetInCell Megaton || BillyCreelRef.GetInWorldSpace MegatonWorld BillyCreelRef.Kill endif if ColinMoriartyRef.GetInCell Megaton || ColinMoriartyRef.GetInWorldSpace MegatonWorld ColinMoriartyRef.Kill endif if ConfessorCromwellRef.GetInCell Megaton || ConfessorCromwellRef.GetInWorldSpace MegatonWorld ConfessorCromwellRef.Kill endif if DocChurchRef.GetInCell Megaton || DocChurchRef.GetInWorldSpace MegatonWorld DocChurchRef.Kill endif if GobRef.GetInCell Megaton || GobRef.GetInWorldSpace MegatonWorld GobRef.Kill endif
431MS11Finif GetHasNote MS11BurkeLoveLetter1 == 0 player.addNote MS11BurkeLoveLetter1 elseif GetHasNote MS11BurkeLoveLetter2 == 0 player.addNote MS11BurkeLoveLetter2 elseif GetHasNote MS11BurkeLoveLetter3 == 0 player.addNote MS11BurkeLoveLetter3 elseif GetHasNote MS11BurkeLoveLetter4 == 0 player.addNote MS11BurkeLoveLetter4 endif set MS11Fin.lettersWaiting to MS11Fin.lettersWaiting - 1 if MS11Fin.lettersWaiting > 0 setstage MS11Fin 1 endif
432MS02if GetObjectiveDisplayed MS02 120 == 1 SetObjectiveDisplayed MS02 120 0 SetObjectiveDisplayed MS02 130 1 endif
433CGTutorialif GetStage CG02 < 100 set CGTutorial.runTimer to 0 endif
434MS06If GetStageDone MS06 10 SetObjectiveDisplayed MS06 15 1 EndIf MS06Slaver02Ref.SetActorFullName MS06SlaverRename MS06Slaver03Ref.SetActorFullName MS06SlaverRename MS06Slaver04Ref.SetActorFullName MS06SlaverRename MS06Slaver05Ref.SetActorFullName MS06SlaverRename MS06Slaver06Ref.SetActorFullName MS06SlaverRename MS06Slaver07Ref.SetActorFullName MS06SlaverRename Set MS06.WalkerTalked to 1
435MS11if HardenSimmsRef.GetInCell Megaton || HardenSimmsRef.GetInWorldSpace MegatonWorld HardenSimmsRef.disable endif if JennyStahlRef.GetInCell Megaton || JennyStahlRef.GetInWorldSpace MegatonWorld JennyStahlRef.Kill endif if JerichoRef.GetInCell Megaton || JerichoRef.GetInWorldSpace MegatonWorld if Followers.JerichoHired == 0 && Followers.JerichoHired == 0 JerichoRef.Kill endif endif if LeoStahlRef.GetInCell Megaton || LeoStahlRef.GetInWorldSpace MegatonWorld LeoStahlRef.Kill endif
436MS11if LucasSimmsRef.GetInCell Megaton || LucasSimmsRef.GetInWorldSpace MegatonWorld LucasSimmsRef.Kill endif if LucyWestRef.GetInCell Megaton || LucyWestRef.GetInWorldSpace MegatonWorld LucyWestRef.Kill endif if MaggieRef.GetInCell Megaton || MaggieRef.GetInWorldSpace MegatonWorld MaggieRef.disable endif if MegManyaRef.GetInCell Megaton || MegManyaRef.GetInWorldSpace MegatonWorld MegManyaRef.Kill endif
437MS11if MegatonBombRef.explodeMe == 0 ;Report to Mister Burke in Tenpenny Tower. set MegatonDestroyed to 1 MS11MegatonToggle.disable TriggerLODApocalypse MegatonMapMarkerREF.disable MegatonDestroyedMapMarkerRef.enable showMap MegatonDestroyedMapMarkerRef 1 set MegatonNormalWeatherChance to 0 set MegatonDestroyedWeatherChance to 100 setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up rewardKarma -1000 endif
438MS11if MegatonSettler1Ref.GetInCell Megaton || MegatonSettler1Ref.GetInWorldSpace MegatonWorld MegatonSettler1Ref.Kill endif if MegatonSettler2Ref.GetInCell Megaton || MegatonSettler2Ref.GetInWorldSpace MegatonWorld MegatonSettler2Ref.Kill endif if MegatonSettler3Ref.GetInCell Megaton || MegatonSettler3Ref.GetInWorldSpace MegatonWorld MegatonSettler3Ref.Kill endif if MegatonSettler4Ref.GetInCell Megaton || MegatonSettler4Ref.GetInWorldSpace MegatonWorld MegatonSettler4Ref.Kill endif if MegatonSettler5Ref.GetInCell Megaton || MegatonSettler5Ref.GetInWorldSpace MegatonWorld MegatonSettler5Ref.Kill endif
439MS11if MoiraBrownREF.GetInCell Megaton || MoiraBrownREF.GetInWorldSpace MegatonWorld vendorContainerMoiraBrownREF.moveto VendorContainerMoiraBrownGhoulREF underworldFloorBufferREF.disable ;VendorContainerMoiraBrownGhoulREF.enable ;VendorContainerMoiraBrownGhoulREF.removeitem SchematicsRockItLauncherItem 1 MoiraBrownREF.moveto MoiraWaitMarker MoiraBrownREF.matchRace tulipRef set MS03.MoiraGhoul to 1 ;MoiraBrownREF.addspell RadHealGhoul MoiraBrownREF.addspell RadResistGhoul MoiraBrownREF.removeFromFaction MegatonResidentFaction MoiraBrownREF.AddToFaction UnderworldResidentFaction 1 if (MoiraBrownREF.getTalkedToPC == 0) set MS03.MoiraGhoul to 2 MoiraBrownREF.moveto MuseumAmericanMarker MoiraBrownREF.addscriptpackage MoiraGhoulTravelToUnderworld endif endif if MotherMayaRef.GetInCell Megaton || MotherMayaRef.GetInWorldSpace MegatonWorld MotherMayaRef.Kill endif if NathanRef.GetInCell Megaton || NathanRef.GetInWorldSpace MegatonWorld NathanRef.Kill endif if NovaRef.GetInCell Megaton || NovaRef.GetInWorldSpace MegatonWorld NovaRef.Kill endif if StockholmInteriorRef.GetInWorldSpace Wasteland || StockholmInteriorRef.GetInWorldSpace MegatonWorld StockholmInteriorRef.Kill endif StockholmExteriorRef.Kill if WalterRef.GetInCell Megaton || WalterRef.GetInWorldSpace MegatonWorld WalterRef.Kill endif WaterBeggar01Ref.kill WaterBeggar01Ref.disable
440MQ08if MQ08.FawkesGotIt == 0 set MQ08.Escort to 4 MQ08FawkesRef.Evp endif MQ08CaptureDoorRef.Unlock SetObjectiveCompleted MQ08 20 1 SetObjectiveCompleted MQ08 15 1 SetObjectiveDisplayed MQ08 30 1 SetEssential ColonelAutumn 1 MQ08FawkesRef.SetPlayerTeammate 0 setEnemy MQ08FawkesFaction PlayerFaction 1 1 Set Followers.FawkesHired to 0
441MS02if MS02.DoublePay == 1 && getStageDone MS02 120 == 1 player.additem caps001 600 elseif MS02.DoublePay == 1 && getStageDone MS02 120 == 0 player.additem caps001 400 elseif getStageDone MS02 120 == 1 && MS02.DoublePay == 0 player.additem caps001 400 else player.additem caps001 200 endif rewardxp 300 Set RadioGalaxyNewsQuest.MS02Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 if (MS02.AADead == 0 && MS02.AARetired == 0) set MS02.AALeft to 1 set MS02.AntAgonizerLeave to 1 if (AntAgonizerREF.getDistance Player > 2000) AntAgonizerREF.moveto FFER70Marker1 endif elseif (MS02.MDead == 0 && MS02.MRetired == 0) set MS02.MLeft to 1 set MS02.MechanistLeave to 1 if (MechanistREF.getDistance Player > 2000) MechanistREF.disable endif endif completeAllObjectives MS02 stopQuest MS02 startQuest MS02Fin addachievement 15
442CG02imod CGCameraFlashISFX ;imod FadeToWhiteAndBackISFX playSound QSTFadeToWhiteC ; run timer set CG02.timer to 5 set CG02.runTimer to 1
443MS11MisterBurkeRef.MoveToMarker xMS11BurkeStandTenpenny
444MQ01LDMQ01CitySuperMutant01REF.disable MQ01CitySuperMutant02REF.disable setstage MQ01LD 50 setstage MQ01LD 55 setstage MQ01 60
445MQ11LDMQ01SarahREF.evp MQ11LDPrimeREF.evp MQ11Escort01.evp MQ11Escort02.evp MQ11Escort03.evp MQ11Escort04.evp
446MQ08MQ08Guard01.Disable MQ08Guard02.Disable ColonelAutumnRef.SetGhost 0 Set RadioGalaxyNewsQuest.MQ07Clear to 0 Set RadioGalaxyNewsQuest.MQ08Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 CompleteAllObjectives MQ08 RewardXP 1000 StopQuest MQ08 addachievement 11
447MQ11LDMQ11EnclaveStructureMarker.enable MQ11FirstGateCleanupMarker.enable MQ11BridgeCleanupMarker.enable MQ11RoadCleanupMarker.enable EnclavePurityDefensesMarker.enable EnclavePurityDefensesForcefieldsMarker.enable MQ11WaitGate01.enable MQ11FieldFX01L.enable MQ11FieldFX01R.enable MQ11WaitGate02.enable MQ11WaitGate03.enable MQ11WaitGate04.enable MQ11LDPrimeREF.moveto MQ11LDPrimeREFmarker MQ05EnclaveTroopsMarker.disable ; remove enclave from purity MQ11EnclaveTroopsMarker.enable ; and put the new ones in. MQ11Gate01ForcefieldsMarker.enable MQ11Gate03ForcefieldsMarker.enable MQ11Gate03ForcefieldsMarker.enable MQ11BosSniperVictim01.moveTo MQ11CoastBoom02
448MQ05MQDadRef.Enable SetStage MQ05 10 ; check on and react to Mutant residents @ project Purity if MQ03.bodyCount < 14 ; Kill any Purity resident mutants in PPurity01 and PPurity03 MQ03Mutant01.kill MQ03Mutant02.kill MQ03Mutant09.kill MQ03Mutant10.kill MQ03Mutant11.kill MQ03Mutant12.kill MQ03Mutant13.kill MQ03Mutant14.kill ; Check for any errant wanderers, send home if MQ03Mutant03.getInCell PPurity02== 0 MQ03Mutant03.moveTo MQ05ControlRoomMarkTEMP endif if MQ03Mutant04.getInCell PPurity02 == 0 MQ03Mutant04.moveTo MQ05ControlRoomMarkTEMP endif if MQ03Mutant05.getInCell PPurity02 == 0 MQ03Mutant05.moveTo MQ05ControlRoomMarkTEMP endif if MQ03Mutant06.getInCell PPurity02 == 0 MQ03Mutant06.moveTo MQ05ControlRoomMarkTEMP endif if MQ03Mutant07.getInCell PPurity02 == 0 MQ03Mutant07.moveTo MQ05ControlRoomMarkTEMP endif if MQ03Mutant08.getInCell PPurity02 == 0 MQ03Mutant08.moveTo MQ05ControlRoomMarkTEMP endif MQ03MutantEnableMarker.Disable if ( MQ03.BodyCount < 8 ) set MQ03.Bodycount to 8 endif endif
449MS06MS06PosterRef.Enable SetObjectiveCompleted MS06 5 1 SetObjectiveDisplayed MS06 20 1 Set MS06.Picture to 1 ShowMap MuseumAmericanMarker
450MS11MS11DetonatorRef.enable setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up
451MS06Player.AddItem Caps001 100 Set MS06.EnteredTemple to 2 Set MS06.TempleBetrayed to 1 SetObjectiveCompleted MS06 55 1 SetObjectiveCompleted MS06 60 1 SetAlly SlaverMemorialFaction PlayerFaction 1
452MS13player.addNote MS13SlaveList player.addNote MS13MesmatronManual player.addNote MS13CollarManual player.additem WeapMesmetron 1 player.additem ammoMesmetronPowerCell 50 player.additem MS13CollarMiscObj 1
453MS15Player.AddNote MS15ComputerSafePassword Set MS15.SydneyStage to 7 SetQuestDelay MS15 0 SetObjectiveDisplayed MS15 60 1 SetObjectiveCompleted MS15 20 1
454MS18Player.AddNote MS18AmmoBoxNote Player.AddNote MS18RangerLocation ShowMap StatesmanHotelMapMarker MS18OurLadyHopeDestroyedRoomEnablerREF.enable ;enables the bridge from OurLady02 to StatesmanHotel02 if ( GetObjectiveDisplayed MS18 5 == 1 ) SetObjectiveCompleted MS18 5 1 endif SetObjectiveDisplayed MS18 10 1 SetObjectiveDisplayed MS18 15 1
455CG00player.addScriptPackage CG00PlayerSection5 ; Both start talking in this section set CG00DadREF.doTalk to 1 set CG00MomREF.doTalk to 1 ; try evp-ing everybody to synch animations better CG00DadREF.evp CG00MomREF.evp CG00DoctorLiREF.evp ; enable next Dad CG01DadRef.enable
456MS06Player.RemoveItem MS06Poster 99 Set MS06.Picture to 2 SetObjectiveCompleted MS06 20 1 SetObjectiveCompleted MS06 25 1 If MS06.Supermutants > 0 SetObjectiveDisplayed MS06 40 1 Endif
457CG00player.removescriptpackage set CG00MomREF.doTalk to 0 set CG00DadREF.doTalk to 0 rimod CG00BirthBaseISFX CG00DadREF.disable stopQuest CG00 ; set this now to avoid double 3D reset in CG02 SetPCYoung 1 ; default hair ; do this last as it contains player.moveto: setstage CG01 0
458Doctorsplayer.RestoreAV RadiationRads 1000
459MQ11PPurity02PipeDoorRef.Lock 100 PPBulkhead01Ref.SetOpenState 0 PPBulkhead01Ref.Lock 255 MQ03PurityStateRef.Disable MQ03MutantEnableMarker.Disable MQ11TeslaSoldier1.enable MQ11TeslaSoldier2.enable
460MS05RewardXP 300 CompleteAllObjectives MS05 MS05NukaColaMachineRef.AddItem MS05NukaColaQtm 30 Set RadioGalaxyNewsQuest.MS05Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StopQuest MS05 StartQuest MS05Fin addachievement 18
461MS15RewardXP 300 CompleteAllObjectives MS15 StopQuest MS15 Set RadioGalaxyNewsQuest.MS15Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 MS15DecEndRef.Enable StartQuest MS15Fin addachievement 27 if MS15.SydneyJoin == 1 VendorContainerSydneyRef.enable endif
462MS18RewardXP 300 if ( MS18.MS18Bad == 0 ) RewardKarma 200 endif CompleteAllObjectives MS18 StopQuest MS18 StartQuest MS18Fin addachievement 30 Set RadioGalaxyNewsQuest.MS18Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1
463MS04RewardXP 300 if (GetDeadCount DoctorLesko == 0 ) DocLeskoRef.Moveto MS04FinLeskoMarker LeskoRobotRef.Moveto MS04FinLeskoRobotMarker SetCellOwnership GrayditchDoctorLeskosLab DoctorLesko MS04LeskoShackDoorRef.Unlock endif CompleteAllObjectives MS04 Set RadioGalaxyNewsQuest.MS04Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 BryanWilksRef.Evp MS04FFEnable.Enable StopQuest MS04 StartQuest MS04Fin addachievement 17
464MS17RewardXP 300 Player.RewardKarma 100 set MS17.GaveViolin to 1 Set RadioGalaxyNewsQuest.MS17Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 CompleteAllObjectives MS17 set MS17.MS17Good to 1 MS17RadioRef.Enable StopQuest MS17 StartQuest MS17Fin addachievement 29
465MS14RewardXP 300 Set RadioGalaxyNewsQuest.MS14Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 CompleteAllObjectives MS14 MisterCrowleyRef.AddScriptPackage MS14CrowleyStartTrip StopQuest MS14 StartQuest MS14Fin AddAchievement 26
466MS17RewardXP 300 Set RadioGalaxyNewsQuest.MS17Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 CompleteAllObjectives MS17 set MS17.MS17Bad to 1 StopQuest MS17 StartQuest MS17Fin SetQuestObject MS17SoilStrad 0 MS17SSCaseRef.SetItemValue 100 addachievement 29
467CG00set CG00.runTimer to 0 ; dad starts speaking again set CG00DadREF.doTalk to 1
468CG00set CG00.runTimer to 0 ; dad starts speaking again set CG00DadREF.doTalk to 1
469CG00set CG00.timer to .01 set CG00.runTimer to 1 disableplayercontrols 1 1 1 1 1 imod CG00BlackScreenISFX player.addscriptpackage CG00PlayerSection0
470CG00set CG00.timer to 2.2 set CG00.runTimer to 1 imod FadeToWhiteAndBackISFX playSound QSTFadeToWhiteA
471CG00set CG00.timer to 7.5 ; + 2 from stage 8 = 9.5 seconds total SetNoActivationSound QSTBabyCry ; cry on activation failure
472CG00set CG00DadREF.doTalk to 0 ; run timer to choose name set CG00.runTimer to 1 set CG00.timer to 1
473CG00set CG00DadREF.doTalk to 0 ; run timer to choose sex set CG00.runTimer to 1 set CG00.timer to 1
474CG01set CG01.runTimer to 0 CG01DadREF.evp
475CG01set CG01.timer to 2.2 set CG01.runTimer to 1 completeAllObjectives CG01 AutoDisplayObjectives 0 KillQuestUpdates imod FadeToWhiteAndBackISFX playSound QSTFadeToWhiteB
476CG01set CG01DadREF.doTalk to 1
477CG03Testset CG03.goatBarter to CG03.goatBarter + 1 ; 1. If I'm already one of the top skills, update my value if CG03.skillFirst == 1 set CG03.valueFirst to CG03.goatBarter elseif CG03.skillSecond == 1 set CG03.valueSecond to CG03.goatBarter elseif CG03.skillThird == 1 set CG03.valueThird to CG03.goatBarter else ; I wasn't a top skill. Am I now? if CG03.goatBarter > CG03.valueFirst set CG03.valueFirst to CG03.goatBarter set CG03.skillFirst to 1 setPlayerTagSkill Barter 0 elseif CG03.goatBarter > CG03.valueSecond set CG03.valueSecond to CG03.goatBarter set CG03.skillSecond to 1 setPlayerTagSkill Barter 1 elseif CG03.goatBarter > CG03.valueThird set CG03.valueThird to CG03.goatBarter set CG03.skillThird to 1 setPlayerTagSkill Barter 2 endif endif
478CG03Testset CG03.goatBigGuns to CG03.goatBigGuns + 1 ; 2. If I'm already one of the top skills, update my value if CG03.skillFirst == 2 set CG03.valueFirst to CG03.goatBigGuns elseif CG03.skillSecond == 2 set CG03.valueSecond to CG03.goatBigGuns elseif CG03.skillThird == 2 set CG03.valueThird to CG03.goatBigGuns else ; I wasn't a top skill. Am I now? if CG03.goatBigGuns > CG03.valueFirst set CG03.valueFirst to CG03.goatBigGuns set CG03.skillFirst to 2 setPlayerTagSkill BigGuns 0 elseif CG03.goatBigGuns > CG03.valueSecond set CG03.valueSecond to CG03.goatBigGuns set CG03.skillSecond to 2 setPlayerTagSkill BigGuns 1 elseif CG03.goatBigGuns > CG03.valueThird set CG03.valueThird to CG03.goatBigGuns set CG03.skillThird to 2 setPlayerTagSkill BigGuns 2 endif endif
479CG03Testset CG03.goatEnergyWeapons to CG03.goatEnergyWeapons + 1 ; 3. If I'm already one of the top skills, update my value if CG03.skillFirst == 3 set CG03.valueFirst to CG03.goatEnergyWeapons elseif CG03.skillSecond == 3 set CG03.valueSecond to CG03.goatEnergyWeapons elseif CG03.skillThird == 3 set CG03.valueThird to CG03.goatEnergyWeapons else ; I wasn't a top skill. Am I now? if CG03.goatEnergyWeapons > CG03.valueFirst set CG03.valueFirst to CG03.goatEnergyWeapons set CG03.skillFirst to 3 setPlayerTagSkill energyWeapons 0 elseif CG03.goatEnergyWeapons > CG03.valueSecond set CG03.valueSecond to CG03.goatEnergyWeapons set CG03.skillSecond to 3 setPlayerTagSkill energyWeapons 1 elseif CG03.goatEnergyWeapons > CG03.valueThird set CG03.valueThird to CG03.goatEnergyWeapons set CG03.skillThird to 3 setPlayerTagSkill energyWeapons 2 endif endif
480CG03Testset CG03.goatExplosives to CG03.goatExplosives + 1 ; 4. If I'm already one of the top skills, update my value if CG03.skillFirst == 4 set CG03.valueFirst to CG03.goatExplosives elseif CG03.skillSecond == 4 set CG03.valueSecond to CG03.goatExplosives elseif CG03.skillThird == 4 set CG03.valueThird to CG03.goatExplosives else ; I wasn't a top skill. Am I now? if CG03.goatExplosives > CG03.valueFirst set CG03.valueFirst to CG03.goatExplosives set CG03.skillFirst to 4 setPlayerTagSkill explosives 0 elseif CG03.goatExplosives > CG03.valueSecond set CG03.valueSecond to CG03.goatExplosives set CG03.skillSecond to 4 setPlayerTagSkill explosives 1 elseif CG03.goatExplosives > CG03.valueThird set CG03.valueThird to CG03.goatExplosives set CG03.skillThird to 4 setPlayerTagSkill explosives 2 endif endif
481CG03Testset CG03.goatLockpick to CG03.goatLockpick + 1 ; 5. If I'm already one of the top skills, update my value if CG03.skillFirst == 5 set CG03.valueFirst to CG03.goatLockpick elseif CG03.skillSecond == 5 set CG03.valueSecond to CG03.goatLockpick elseif CG03.skillThird == 5 set CG03.valueThird to CG03.goatLockpick else ; I wasn't a top skill. Am I now? if CG03.goatLockpick > CG03.valueFirst set CG03.valueFirst to CG03.goatLockpick set CG03.skillFirst to 5 setPlayerTagSkill lockpick 0 elseif CG03.goatLockpick > CG03.valueSecond set CG03.valueSecond to CG03.goatLockpick set CG03.skillSecond to 5 setPlayerTagSkill lockpick 1 elseif CG03.goatLockpick > CG03.valueThird set CG03.valueThird to CG03.goatLockpick set CG03.skillThird to 5 setPlayerTagSkill lockpick 2 endif endif
482CG03Testset CG03.goatMedicine to CG03.goatMedicine + 1 ; 6. If I'm already one of the top skills, update my value if CG03.skillFirst == 6 set CG03.valueFirst to CG03.goatMedicine elseif CG03.skillSecond == 6 set CG03.valueSecond to CG03.goatMedicine elseif CG03.skillThird == 6 set CG03.valueThird to CG03.goatMedicine else ; I wasn't a top skill. Am I now? if CG03.goatMedicine > CG03.valueFirst set CG03.valueFirst to CG03.goatMedicine set CG03.skillFirst to 6 setPlayerTagSkill medicine 0 elseif CG03.goatMedicine > CG03.valueSecond set CG03.valueSecond to CG03.goatMedicine set CG03.skillSecond to 6 setPlayerTagSkill medicine 1 elseif CG03.goatMedicine > CG03.valueThird set CG03.valueThird to CG03.goatMedicine set CG03.skillThird to 6 setPlayerTagSkill medicine 2 endif endif
483CG03Testset CG03.goatMeleeWeapons to CG03.goatMeleeWeapons + 1 ; 7. If I'm already one of the top skills, update my value if CG03.skillFirst == 7 set CG03.valueFirst to CG03.goatMeleeWeapons elseif CG03.skillSecond == 7 set CG03.valueSecond to CG03.goatMeleeWeapons elseif CG03.skillThird == 7 set CG03.valueThird to CG03.goatMeleeWeapons else ; I wasn't a top skill. Am I now? if CG03.goatMeleeWeapons > CG03.valueFirst set CG03.valueFirst to CG03.goatMeleeWeapons set CG03.skillFirst to 7 setPlayerTagSkill meleeWeapons 0 elseif CG03.goatMeleeWeapons > CG03.valueSecond set CG03.valueSecond to CG03.goatMeleeWeapons set CG03.skillSecond to 7 setPlayerTagSkill meleeWeapons 1 elseif CG03.goatMeleeWeapons > CG03.valueThird set CG03.valueThird to CG03.goatMeleeWeapons set CG03.skillThird to 7 setPlayerTagSkill meleeWeapons 2 endif endif
484CG03Testset CG03.goatRepair to CG03.goatRepair + 1 ; 8. If I'm already one of the top skills, update my value if CG03.skillFirst == 8 set CG03.valueFirst to CG03.goatRepair elseif CG03.skillSecond == 8 set CG03.valueSecond to CG03.goatRepair elseif CG03.skillThird == 8 set CG03.valueThird to CG03.goatRepair else ; I wasn't a top skill. Am I now? if CG03.goatRepair > CG03.valueFirst set CG03.valueFirst to CG03.goatRepair set CG03.skillFirst to 8 setPlayerTagSkill repair 0 elseif CG03.goatRepair > CG03.valueSecond set CG03.valueSecond to CG03.goatRepair set CG03.skillSecond to 8 setPlayerTagSkill repair 1 elseif CG03.goatRepair > CG03.valueThird set CG03.valueThird to CG03.goatRepair set CG03.skillThird to 8 setPlayerTagSkill repair 2 endif endif
485CG03Testset CG03.goatScience to CG03.goatScience + 1 ; 9. If I'm already one of the top skills, update my value if CG03.skillFirst == 9 set CG03.valueFirst to CG03.goatScience elseif CG03.skillSecond == 9 set CG03.valueSecond to CG03.goatScience elseif CG03.skillThird == 9 set CG03.valueThird to CG03.goatScience else ; I wasn't a top skill. Am I now? if CG03.goatScience > CG03.valueFirst set CG03.valueFirst to CG03.goatScience set CG03.skillFirst to 9 setPlayerTagSkill science 0 elseif CG03.goatScience > CG03.valueSecond set CG03.valueSecond to CG03.goatScience set CG03.skillSecond to 9 setPlayerTagSkill science 1 elseif CG03.goatScience > CG03.valueThird set CG03.valueThird to CG03.goatScience set CG03.skillThird to 9 setPlayerTagSkill science 2 endif endif
486CG03Testset CG03.goatSmallGuns to CG03.goatSmallGuns + 1 ; 10. If I'm already one of the top skills, update my value if CG03.skillFirst == 10 set CG03.valueFirst to CG03.goatSmallGuns elseif CG03.skillSecond == 10 set CG03.valueSecond to CG03.goatSmallGuns elseif CG03.skillThird == 10 set CG03.valueThird to CG03.goatSmallGuns else ; I wasn't a top skill. Am I now? if CG03.goatSmallGuns > CG03.valueFirst set CG03.valueFirst to CG03.goatSmallGuns set CG03.skillFirst to 10 setPlayerTagSkill smallGuns 0 elseif CG03.goatSmallGuns > CG03.valueSecond set CG03.valueSecond to CG03.goatSmallGuns set CG03.skillSecond to 10 setPlayerTagSkill smallGuns 1 elseif CG03.goatSmallGuns > CG03.valueThird set CG03.valueThird to CG03.goatSmallGuns set CG03.skillThird to 10 setPlayerTagSkill smallGuns 2 endif endif
487CG03Testset CG03.goatSneak to CG03.goatSneak + 1 ; 11. If I'm already one of the top skills, update my value if CG03.skillFirst == 11 set CG03.valueFirst to CG03.goatSneak elseif CG03.skillSecond == 11 set CG03.valueSecond to CG03.goatSneak elseif CG03.skillThird == 11 set CG03.valueThird to CG03.goatSneak else ; I wasn't a top skill. Am I now? if CG03.goatSneak > CG03.valueFirst set CG03.valueFirst to CG03.goatSneak set CG03.skillFirst to 11 setPlayerTagSkill sneak 0 elseif CG03.goatSneak > CG03.valueSecond set CG03.valueSecond to CG03.goatSneak set CG03.skillSecond to 11 setPlayerTagSkill sneak 1 elseif CG03.goatSneak > CG03.valueThird set CG03.valueThird to CG03.goatSneak set CG03.skillThird to 11 setPlayerTagSkill sneak 2 endif endif
488CG03Testset CG03.goatSpeech to CG03.goatSpeech + 1 ; 12. If I'm already one of the top skills, update my value if CG03.skillFirst == 12 set CG03.valueFirst to CG03.goatSpeech elseif CG03.skillSecond == 12 set CG03.valueSecond to CG03.goatSpeech elseif CG03.skillThird == 12 set CG03.valueThird to CG03.goatSpeech else ; I wasn't a top skill. Am I now? if CG03.goatSpeech > CG03.valueFirst set CG03.valueFirst to CG03.goatSpeech set CG03.skillFirst to 12 setPlayerTagSkill speech 0 elseif CG03.goatSpeech > CG03.valueSecond set CG03.valueSecond to CG03.goatSpeech set CG03.skillSecond to 12 setPlayerTagSkill speech 1 elseif CG03.goatSpeech > CG03.valueThird set CG03.valueThird to CG03.goatSpeech set CG03.skillThird to 12 setPlayerTagSkill speech 2 endif endif
489CG03Testset CG03.goatUnarmed to CG03.goatUnarmed + 1 ; 13. If I'm already one of the top skills, update my value if CG03.skillFirst == 13 set CG03.valueFirst to CG03.goatUnarmed elseif CG03.skillSecond == 13 set CG03.valueSecond to CG03.goatUnarmed elseif CG03.skillThird == 13 set CG03.valueThird to CG03.goatUnarmed else ; I wasn't a top skill. Am I now? if CG03.goatUnarmed > CG03.valueFirst set CG03.valueFirst to CG03.goatUnarmed set CG03.skillFirst to 13 setPlayerTagSkill unarmed 0 elseif CG03.goatUnarmed > CG03.valueSecond set CG03.valueSecond to CG03.goatUnarmed set CG03.skillSecond to 13 setPlayerTagSkill unarmed 1 elseif CG03.goatUnarmed > CG03.valueThird set CG03.valueThird to CG03.goatUnarmed set CG03.skillThird to 13 setPlayerTagSkill unarmed 2 endif endif
490CG03set CG03MrBrotchREF.doTalk to 1 set CG03.runTimer to 1 set CG03.timer to 2.2 ; reduce this timer to increase the whiteout time at start of CG04 completeAllObjectives CG03 CG04ActorMarker.enable CG04AmataREF.moveto CG04AmataStartMarker imod FadeToWhiteAndBackISFX playSound QSTFadeToWhiteD
491CG04set CG04WeaponCount to player.GetItemCount weapBaseballBat player.removeitem weapBaseballBat CG04WeaponCount CG04OverseerREF.additemHealthPercent weapBaseballBat CG04WeaponCount .5
492CG04set CG04WeaponCount to player.GetItemCount weapBBGun player.removeitem weapBBGun CG04WeaponCount CG04OverseerREF.additemHealthPercent weapBBGun CG04WeaponCount .4 ; ammo too set CG04WeaponCount to player.GetItemCount ammoBB player.removeitem ammoBB CG04WeaponCount CG04OverseerREF.additem ammoBB CG04WeaponCount
493CG04set CG04WeaponCount to player.GetItemCount weapPoliceBaton player.removeitem weapPoliceBaton CG04WeaponCount CG04OverseerREF.additemHealthPercent weapPoliceBaton CG04WeaponCount .25
494CGTutorialset CGTutorial.runTimer to 0
495CGTutorialset CGTutorial.runTimer to 0
496CGTutorialset CGTutorial.runTimer to 1 set CGTutorial.timer to 3
497ControlRumbleset ControlRumble.Stage1Duration to 0 set ControlRumble.Stage2Duration to 0 set ControlRumble.Stage3Duration to 0 set ControlRumble.Stage4Duration to 0 set ControlRumble.Stage5Duration to 0 set ControlRumble.Stage6Duration to 0 set ControlRumble.Stage7Duration to 0 set ControlRumble.Stage8Duration to 0 set ControlRumble.Stage9Duration to 0 set ControlRumble.Stage10Duration to 0 set ControlRumble.timerCurrentValue to 0 set ControlRumble.timerMaxValue to 10
498ControlRumbleset ControlRumble.Stage1FireOnTimerValue to 0 set ControlRumble.Stage2FireOnTimerValue to 0 set ControlRumble.Stage3FireOnTimerValue to 0 set ControlRumble.Stage4FireOnTimerValue to 0 set ControlRumble.Stage5FireOnTimerValue to 0 set ControlRumble.Stage6FireOnTimerValue to 0 set ControlRumble.Stage7FireOnTimerValue to 0 set ControlRumble.Stage8FireOnTimerValue to 0 set ControlRumble.Stage9FireOnTimerValue to 0 set ControlRumble.Stage10FireOnTimerValue to 0
499ControlRumbleset ControlRumble.stage1RumbleLeft to 0 set ControlRumble.stage1RumbleRight to 0 set ControlRumble.stage2RumbleLeft to 0 set ControlRumble.stage2RumbleRight to 0 set ControlRumble.stage3RumbleLeft to 0 set ControlRumble.stage3RumbleRight to 0 set ControlRumble.stage4RumbleLeft to 0 set ControlRumble.stage4RumbleRight to 0 set ControlRumble.stage5RumbleLeft to 0 set ControlRumble.stage5RumbleRight to 0 set ControlRumble.stage6RumbleLeft to 0 set ControlRumble.stage6RumbleRight to 0 set ControlRumble.stage7RumbleLeft to 0 set ControlRumble.stage7RumbleRight to 0 set ControlRumble.stage8RumbleLeft to 0 set ControlRumble.stage8RumbleRight to 0 set ControlRumble.stage9RumbleLeft to 0 set ControlRumble.stage9RumbleRight to 0 set ControlRumble.stage10RumbleLeft to 0 set ControlRumble.stage10RumbleRight to 0
500FFERepeatAset FFERepeatA.encounterNumber to 1
501FFERepeatAset FFERepeatA.encounterNumber to 10
502FFERepeatAset FFERepeatA.encounterNumber to 11
503FFERepeatAset FFERepeatA.encounterNumber to 12
504FFERepeatAset FFERepeatA.encounterNumber to 13
505FFERepeatAset FFERepeatA.encounterNumber to 14
506FFERepeatAset FFERepeatA.encounterNumber to 15
507FFERepeatAset FFERepeatA.encounterNumber to 16
508FFERepeatAset FFERepeatA.encounterNumber to 17
509FFERepeatAset FFERepeatA.encounterNumber to 18
510FFERepeatAset FFERepeatA.encounterNumber to 19
511FFERepeatAset FFERepeatA.encounterNumber to 2
512FFERepeatAset FFERepeatA.encounterNumber to 20
513FFERepeatAset FFERepeatA.encounterNumber to 21
514FFERepeatAset FFERepeatA.encounterNumber to 22
515FFERepeatAset FFERepeatA.encounterNumber to 23
516FFERepeatAset FFERepeatA.encounterNumber to 24
517FFERepeatAset FFERepeatA.encounterNumber to 25
518FFERepeatAset FFERepeatA.encounterNumber to 26
519FFERepeatAset FFERepeatA.encounterNumber to 27
520FFERepeatAset FFERepeatA.encounterNumber to 3
521FFERepeatAset FFERepeatA.encounterNumber to 4
522FFERepeatAset FFERepeatA.encounterNumber to 5
523FFERepeatAset FFERepeatA.encounterNumber to 6
524FFERepeatAset FFERepeatA.encounterNumber to 7
525FFERepeatAset FFERepeatA.encounterNumber to 8
526FFERepeatAset FFERepeatA.encounterNumber to 9
527FFERepeatBset FFERepeatB.encounterNumber to 51
528FFERepeatBset FFERepeatB.encounterNumber to 52
529FFERepeatBset FFERepeatB.encounterNumber to 52
530FFERepeatBset FFERepeatB.encounterNumber to 53
531FFERepeatBset FFERepeatB.encounterNumber to 55
532FFERepeatBset FFERepeatB.encounterNumber to 56
533FFERepeatBset FFERepeatB.encounterNumber to 57
534FFERepeatBset FFERepeatB.encounterNumber to 58
535FFERepeatBset FFERepeatB.encounterNumber to 59
536FFERepeatBset FFERepeatB.encounterNumber to 60
537FFERepeatBset FFERepeatB.encounterNumber to 61
538FFERepeatBset FFERepeatB.encounterNumber to 62
539FFERepeatBset FFERepeatB.encounterNumber to 63
540FFERepeatBset FFERepeatB.encounterNumber to 64
541FFERepeatBset FFERepeatB.encounterNumber to 65
542FFERepeatBset FFERepeatB.encounterNumber to 66
543FFERepeatBset FFERepeatB.encounterNumber to 67
544FFERepeatBset FFERepeatB.encounterNumber to 68
545FFERepeatBset FFERepeatB.encounterNumber to 69
546FFERepeatBset FFERepeatB.encounterNumber to 70
547FFERepeatBset FFERepeatB.encounterNumber to 71
548FFERepeatBset FFERepeatB.encounterNumber to 71
549FFERepeatBset FFERepeatB.encounterNumber to 72
550FFERepeatBset FFERepeatB.encounterNumber to 73
551FFERepeatBset FFERepeatB.encounterNumber to 74
552FFERepeatBset FFERepeatB.encounterNumber to 78
553FFERepeatBset FFERepeatB.encounterNumber to 79
554FFERepeatBset FFERepeatB.encounterNumber to 80
555FFEUniqueAset FFEUniqueA.encounterNumber to 16
556FFEUniqueAset FFEUniqueA.encounterNumber to 21
557FFEUniqueBset FFEUniqueB.encounterNumber to 51
558FFEUniqueBset FFEUniqueB.encounterNumber to 52
559FFEUniqueBset FFEUniqueB.encounterNumber to 53
560FFEUniqueBset FFEUniqueB.encounterNumber to 54
561FFEUniqueBset FFEUniqueB.encounterNumber to 55
562FFEUniqueBset FFEUniqueB.encounterNumber to 56
563FFEUniqueBset FFEUniqueB.encounterNumber to 57
564FFEUniqueBset FFEUniqueB.encounterNumber to 58
565MS03set MoiraBrownREF.BeginMedicalServices to 1
566MS03set MoiraBrownREF.BeginMedicalServices to 1
567MS03set MoiraBrownREF.BeginMedicalServices to 1
568MS03set MoiraBrownREF.BeginMedicalServices to 1
569MS02set MS02.MDead to 1 if AntAgonizerRef.sideKick == 1 set MS02.AntAgonizerWantsSuit to 1 endif ;If the player has dealth with the other super if (getStageDone MS02 80 == 1 || getStageDone MS02 90 == 1) setObjectiveCompleted ms02 110 1 setStage MS02 120 ;If the player hasn't elseif (getStageDone MS02 80 == 0 && getStageDone MS02 90 == 0) setObjectiveDisplayed ms02 115 1 setStage MS02 100 ;Add Objective to report to town setObjectiveDisplayed ms02 120 1 endif
570MS06Set MS06.Promise to 1 ; set variable in case door-keeper is dead if MS06.EnteredTemple == 0 Set MS06.EnteredTemple to 1 endif Player.AddItem TempleUnionKey 1 Player.SetFactionRank MS06DoorFaction 0 MS06PosterRef.Enable
571MS08set MS08.pinkertonFaceGen to 1 SetObjectiveDisplayed MS08 100 1 SetObjectiveCompleted MS08 5 1 SetObjectiveCompleted MS08 10 1 SetObjectiveDisplayed MS08 15 0
572MS11Set MS11.BlowUp to 1 player.additem FusionPulseCharge 1 ShowMap TenpennyTowerMapMarker setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up
573MS15Set MS15.SydneyStage to 6
574MS16set MS16.Begin1 to 1 set MS16ControlPanelVault101REF.mode to 1 player.removefromfaction Vault101SecurityEnemyFaction ;Turn on Radio 101 listening area MS16Vault101ExternalRadioREF.enable MS16Vault101ExternalRadioREF.setBroadcastState 1 radioVault101REF.disable ;ShowWarning "Radio 101 turned on" ;End CG04 and DialogueVault101 so their dialogue doesn't interfere with MS16 dialogue. stopQuest CG04 ;Switch Vault 101 external doors MS16Vault101CaveDoorExterior.enable Vault101CaveDoorExterior.disable ;Set destruction and lockdown lighting for Vault101 ;Vault101RedLightsREF.enable ;MS16DestructionREF.enable ;Set Amata as non-essential. Poo on essential quest characters. SetEssential Amata 0 ;Set Overseer if (CG04OverseerREF.GetDead == 0) AllenMackREF.disable OverseerREF.addScriptPackage MS16OverseerGreetPlayer OverseerREF.moveto MS16OverseerOfficeMarker else OverseerREF.disable AllenMackREF.addScriptPackage MS16OverseerGreetPlayer AllenMackREF.moveto MS16OverseerOfficeMarker set MS16.AllenOverseer to 1 endif ;Set Security if CG04Vault101Security01REF.GetDead == 0 Vault101Security01REF.moveto Vault101DinerMarkerREF else Vault101Security01REF.disable endif if CG04Vault101Security02REF.GetDead == 0 Vault101Security02REF.moveto Vault101DinerMarkerREF else Vault101Security02REF.disable endif if CG04Vault101Security03REF.GetDead == 0 Vault101Security03REF.moveto Vault101DinerMarkerREF else Vault101Security03REF.disable endif ;Set Gomez/Taylor if CG04Vault101Security04REF.GetDead == 0 Vault101Security04REF.moveto Vault101DinerMarkerREF Vault101Security07REF.disable else Vault101Security07REF.moveto Vault101DinerMarkerREF Vault101Security04REF.disable endif ;Move Butch and Ellen, if they survived if CG04ButchREF.GetDead == 0 ButchREF.moveto RebelHQMarker else ButchREF.disable endif if CG04EllenDeLoriaREF.GetDead == 0 EllenDeLoriaREF.moveto Vault101DinerMarkerREF else EllenDeLoriaREF.disable endif if CG04StanleyREF.GetDead == 0 StanleyREF.moveto Vault101DinerMarkerREF else StanleyREF.disable endif ;Move NPCs to the MS16 version of Vault 101 AmataREF.moveto RebelHQMarker MrBrotchREF.moveto MS16JailMarker OldLadyPalmerREF.moveto RebelHQMarker ChristineKendallREF.moveto RebelHQMarker SusieMackREF.moveto RebelHQMarker FreddieGomezREF.moveto RebelHQMarker PepperGomezREF.moveto Vault101DinerMarkerREF WallyMackREF.moveto Vault101DinerMarkerREF ;Move non-hired followers out of the area, if inside. if getInCellParam Vault101 MS15SydneyREF MS15SydneyREF.moveto EvacuationMarker endif if getInCellParam Vault101 StickyREF StickyREF.moveto EvacuationMarker endif if getInCellParam Vault101 RedREF RedREF.moveto EvacuationMarker endif if getInCellParam Vault101 ShortyREF ShortyREF.moveto EvacuationMarker endif if getInCellParam Vault101 VictoriaWattsREF VictoriaWattsREF.moveto EvacuationMarker endif if getInCellParam Vault101 CherryREF CherryREF.moveto EvacuationMarker endif
575MS18Set MS18.Sidearm to 1 ReillyRef.SetUnconscious 0 Set ReillyRef.WakeComa to 1 Set ReillyRef.Coma to 2 ReillyRef.ResetHealth SetObjectiveCompleted MS18 30 1
576NQlvlset NQlvl.TRAPGrenadeBouquetSkillReq to 30 ;disarm, expl set NQlvl.TRAPComputerSkillReq to 45 ;disarm, expl set NQlvl.TRAPBearSkillReq01 to 23 ;disarm, repair set NQlvl.TRAPBearSkillReq02 to 55 ;rearm, repair set NQlvl.TRAPMineSkillReq to 28 ;disarm, expl set NQlvl.TRAPMailboxSkillReq to 28 ;disarm, expl set NQlvl.TRAPPitchingSkillReq to 33 ;disarm, repair set NQlvl.TRAPToiletSkillReq to 20 ;disarm, repair set NQlvl.TRAPPlateSkillReq to 22 ;disarm, repair set NQlvl.TRAPValveSkillReq to 33 ;fix, repair set NQlvl.TRAPSensorSkillReq to 28 ;disarm, science set NQlvl.TRAPBabySkillReq to 60 ;disarm, expl set NQlvl.TRAPShotgunSkillReq to 45 ;disarm, repair set NQlvl.TRAPTripwireSkillReq to 37 ;disarm, repair set NQlvl.TRAPLaserLowRepairSkillReq to 40 ;disarm/rearm repair set NQlvl.TRAPLaserHighRepairSkillReq to 85 ;disarm/rearm repair set NQlvl.TRAPLaserScienceSkillReq to 67 ;disarm/rearm science ;Enclave camp variables set NQlvl.DeathclawCageDoorLockLvlReq to 40 ;lock level for deathclaw cages found in Enclave Camps ;Takoma Park Variables set NQlvl.artillerySwitchScienceSkillReq to 33 ;science
577PerkContractKillerset PerkContractKiller.EarRewardAmount to ( PerkContractKiller.PlayerEarsCount * PerkContractKillerRewardMultBonus) set PerkContractKiller.TotalEarsSold to ( PerkContractKiller.TotalEarsSold + PerkContractKiller.PlayerEarsCount ) set PerkContractKiller.KarmaRewardAmount to ( PerkContractKiller.PlayerEarsCount * PerkContractKarmaReward ) set PerkContractKiller.KarmaRewardAmount to ( PerkContractKiller.KarmaRewardAmount - ( PerkContractKiller.KarmaRewardAmount * 2 )) RewardKarma PerkContractKiller.KarmaRewardAmount RewardKarma -1000 player.AddItem Caps001 PerkContractKiller.EarRewardAmount player.RemoveItem Ear 999
578PerkContractKillerset PerkContractKiller.EarRewardAmount to ( PerkContractKiller.PlayerEarsCount * PerkContractKillerRewardMultNormal ) set PerkContractKiller.TotalEarsSold to ( PerkContractKiller.TotalEarsSold + PerkContractKiller.PlayerEarsCount ) set PerkContractKiller.KarmaRewardAmount to ( PerkContractKiller.PlayerEarsCount * PerkContractKarmaReward ) set PerkContractKiller.KarmaRewardAmount to ( PerkContractKiller.KarmaRewardAmount * -1 ) RewardKarma PerkContractKiller.KarmaRewardAmount player.AddItem Caps001 PerkContractKiller.EarRewardAmount player.RemoveItem Ear 999
579PerkLawbringerset PerkLawbringer.FingerRewardAmount to ( PerkLawbringer.PlayerFingersCount * PerkLawbringerRewardMultBonus) set PerkLawbringer.TotalFingersSold to ( PerkLawbringer.TotalFingersSold + PerkLawbringer.PlayerFingersCount ) set PerkLawbringer.KarmaRewardAmount to ( PerkLawbringer.PlayerFingersCount * PerkContractKarmaReward ) player.RewardKarma PerkLawbringer.KarmaRewardAmount player.AddItem Caps001 PerkLawbringer.FingerRewardAmount player.RemoveItem Finger 999
580PerkLawbringerset PerkLawbringer.FingerRewardAmount to ( PerkLawbringer.PlayerFingersCount * PerkLawbringerRewardMultNormal) set PerkLawbringer.TotalFingersSold to ( PerkLawbringer.TotalFingersSold + PerkLawbringer.PlayerFingersCount ) set PerkLawbringer.KarmaRewardAmount to ( PerkLawbringer.PlayerFingersCount * PerkContractKarmaReward ) player.RewardKarma PerkLawbringer.KarmaRewardAmount player.AddItem Caps001 PerkLawbringer.FingerRewardAmount player.RemoveItem Finger 999
581MQ09Set RRFEVPanelRef.State to 1 SetObjectiveCompleted MQ09 30 1 SetObjectiveDisplayed MQ09 40 1
582CG01SetLocationSpecificLoadScreensOnly 1 SetInCharGen 1 ; no leveling during chargen ; enable NPCs CG01DadRef.enable ; enable CG02 NPCs now so they can get in position CG02DadRef.enable ; start scene set CG01DadREF.doTalk to 1 set CG01DadREF.talking to 0 EnablePlayerControls 0 0 0 0 1 ; enable looking DisablePlayerControls 1 1 1 1 0 0 1 ; disable everything but looking AutoDisplayObjectives 1 SetNoActivationSound QSTBabyBabble ; cry on activation failure SetPCToddler 1 ; make PC use toddler walk animation SetPCYoung 1 ; default hair playBink "1 year later.bik" 0 0 1 0; don't interrupt, don't mute audio
583CG02SetLocationSpecificLoadScreensOnly 1 SetInCharGen 1 ; no leveling during chargen ; set start time set gameyear to 2268 set gamemonth to 6 set gameday to 13 set gamehour to 16 DisablePlayerControls 1 1 1 1 0 1; SetPCYoung 1 ; default hair player.AgeRace -1 ; change player to a child ; give player right inventory player.removeallitems player.additem KIDVaultSuitChild101 1 1 player.equipitem KIDVaultSuitChild101 0 1 player.equipitem pipboy 0 1 ; enable NPCs CG02DadRef.enable ; start scene set CG02.timer to 1 set CG02.runTimer to 1 set CG02.intro to 1 playBink "9 years later.bik" 0 0 1 0 ; don't interrupt, don't mute audio
584CG03SetLocationSpecificLoadScreensOnly 1 SetInCharGen 1 ; no leveling during chargen ; set start time set gameyear to 2274 set gamemonth to 7 set gameday to 3 set gamehour to 10 ; enable NPCs CG03DadRef.enable ; enable radio RadioVault101REF.enable ; set local map blockers CG02HiddenPlaneREF.enable CG03HiddenPlaneREF.disable ; start scene DisablePlayerControls player.ResetHealth ; make player 16 years old SetPCYoung 1 ; default hair ; give player right equipment player.removeallitems player.additem vaultsuit101 1 1 player.equipitem vaultsuit101 0 1 player.equipitem pipboy 0 1 ; start scene set CG03DadREF.doTalk to 1 set CG03DadREF.timer to 5 playBink "6 years later.bik" 0 0 1 0 ; don't interrupt, don't mute audio
585CG00SetLocationSpecificLoadScreensOnly 1 SetInCharGen 1 ; no leveling during chargen CG00DadREF.moveto CG00DadStartMarker CG00DoctorLiREF.moveto CG00DoctorLiStartMarker CG00MomREF.moveto CG00MomStartMarker setstage CG00 5 player.moveto CG00PlayerStartMarker
586CG04SetLocationSpecificLoadScreensOnly 1 SetInCharGen 1 ; no leveling during chargen startQuest CG04 ; enable NPCs CG04ActorMarker.enable ; enable separately so can be disabled separately CG04TomHoldenREF.enable CG04MaryHoldenREF.enable ; set local map blockers CG02HiddenPlaneREF.enable CG03HiddenPlaneREF.enable CG04HiddenPlaneREF.disable ; change radio to scripted broadcast RadioVault101REF.enable RadioVault101REF.SetBroadcastState 0 set CG04.RadioTimer to CG04BroadcastTimer ; lock door to vault exit Vault101ExitDoor.Lock 255 ; lock dad's terminal CG04DadsTerminalREF.lock 255 ; set up player DisablePlayerControls 1 1 1 1 0 0 1 player.ResetHealth SetPCYoung 0 ; player should now be back to normal set CG04.timer to 1 set CG04.runTimer to 1 playBink "3 years later.bik" 0 0 1 0; don't interrupt, don't mute audio CG04AmataREF.moveto CG04AmataStartMarker player.moveto cg04playerstartmarker
587CG01setObjectiveCompleted CG01 10 1 DisablePlayerControls 1 1 1 1 0 0 1 set CG01DadREF.doTalk to 1 set CG01DadREF.timer to 0
588CG01setObjectiveCompleted CG01 20 1 setObjectiveDisplayed CG01 30 1 ; failsafe -- make sure the room door is closed CG01PlayroomDoor.setOpenState 0 CG01PlayroomDoor.Lock 100
589CG01setObjectiveCompleted CG01 30 1 setObjectiveDisplayed CG01 40 1 ; failsafe again CG01PlayroomDoor.setOpenState 0 CG01PlayroomDoor.Lock 100
590CG01setObjectiveCompleted CG01 40 1 ;setObjectiveDisplayed CG01 70 1 set CG01.timer to 10 set CG01.runTimer to 1
591CG02setObjectiveCompleted CG02 10 1 setObjectiveDisplayed CG02 20 1 CG02DadREF.evp CG02JonasREF.evp CG02BeatriceREF.enable CG02DadREF.IgnoreCrime 1 CG02JonasREF.IgnoreCrime 1 setstage CGTutorial 54 ; quest target tutorial
592CG02setObjectiveCompleted CG02 20 1 setObjectiveDisplayed CG02 30 1 setstage CGTutorial 60
593CG04setObjectiveCompleted CG04 10 1 setObjectiveDisplayed CG04 40 1
594CG04setObjectiveCompleted CG04 40 1 setObjectiveCompleted CG04 60 1 setObjectiveDisplayed CG04 70 1 ; in case Amata scene never finished CG04AmataRef.setalert 0 ; turn the lights back on ;Vault101RedLightsREF.disable ;Vault101RegularLightsREF.enable ;Vault101BackupGeneratorLightsREF.disable
595CG04setObjectiveCompleted CG04 5 1 ; in case I never talked to Amata setObjectiveCompleted CG04 40 1 setObjectiveDisplayed CG04 50 1
596CG04setObjectiveCompleted CG04 5 1 ; in case I never talked to Amata setObjectiveDisplayed CG04 10 1
597CG04setObjectiveCompleted CG04 5 1 setObjectiveDisplayed CG04 10 1 player.additem lockpick 10 ; tutorial picking things up setstage CGTutorial 80
598CG04setObjectiveCompleted CG04 50 1 setObjectiveDisplayed CG04 60 1 ; clean up if this is still going: set CG04.OverseerCallForHelp to 0
599CG04setObjectiveCompleted CG04 70 1 setObjectiveDisplayed CG04 80 1 ; run timer for guard yells set CG04.runTimer to 1 set CG04.timer to 2 CG04Vault101Security07Ref.enable CG04Vault101Security08Ref.enable
600MQ01SetObjectiveCompleted MQ01 65 1 SetObjectiveDisplayed MQ01 70 1
601MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveCompleted MQ03 20 1 SetObjectiveCompleted MQ03 30 1 SetObjectiveCompleted MQ03 50 1 SetObjectiveDisplayed MQ03 60 1 if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif if ( GetQuestRunning MQ01 == 1 ) SetStage MQ01 210 SetStage MQ01LD 150 endif
602MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveCompleted MQ03 20 1 SetObjectiveDisplayed MQ03 30 1 ShowMap PPMapMarker if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif if ( GetQuestRunning MQ01 == 1 ) SetStage MQ01 210 SetStage MQ01LD 150 endif
603MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveCompleted MQ03 30 1 SetObjectiveDisplayed MQ03 40 1 if ( GetQuestRunning MQ01 == 1 ) SetStage MQ01 210 SetStage MQ01LD 150 endif
604MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveCompleted MQ03 40 1 SetObjectiveDisplayed MQ03 50 1 if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif if ( GetQuestRunning MQ01 == 1 ) SetStage MQ01 210 SetStage MQ01LD 150 endif
605MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveCompleted MQ03 60 1 SetObjectiveDisplayed MQ03 65 1 if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif if ( GetQuestRunning MQ01 == 1 ) SetStage MQ01 210 SetStage MQ01LD 150 endif
606MQ03SetObjectiveCompleted MQ03 10 1 SetObjectiveDisplayed MQ03 20 1 if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif
607MQ03SetObjectiveCompleted MQ03 65 1 SetObjectiveDisplayed MQ03 70 1
608MQ04SetObjectiveCompleted MQ04 10 1 SetObjectiveDisplayed MQ04 15 1
609MQ04SetObjectiveCompleted MQ04 15 1 SetObjectiveDisplayed MQ04 20 1 rewardkarma -50 set MQ04.BettyRefuse to 0
610MQ04SetObjectiveCompleted MQ04 20 1 SetObjectiveDisplayed MQ04 25 1 TimmyNeusbaumRef.Disable MQ04GnomeRef.Enable JanetRockwellRef.EVP JanetRockwellRef.SetGhost 1 RogerRockwellRef.SetGhost 1
611MQ04SetObjectiveCompleted MQ04 25 1 SetObjectiveDisplayed MQ04 30 1 rewardkarma -50 set MQ04.BettyRefuse to 0 JanetRockwellRef.SetGhost 0 RogerRockwellRef.SetGhost 0
612MQ04SetObjectiveCompleted MQ04 30 1 SetObjectiveDisplayed MQ04 35 1
613MQ04SetObjectiveCompleted MQ04 35 1 SetObjectiveDisplayed MQ04 40 1 rewardkarma -50 set MQ04.BettyRefuse to 0
614MQ04SetObjectiveCompleted MQ04 40 1 SetObjectiveDisplayed MQ04 45 1
615MQ04SetObjectiveCompleted MQ04 45 1 SetObjectiveDisplayed MQ04 50 1
616MQ04SetObjectiveCompleted MQ04 5 1 CompleteAllObjectives MQ04 SetStage MQ05 10 Set RadioGalaxyNewsQuest.MQ03Clear to 0 Set RadioGalaxyNewsQuest.MQ02Clear to 0 Set RadioGalaxyNewsQuest.MQ01Clear to 0 Set RadioGalaxyNewsQuest.MQ04Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StopQuest MQ04 RewardXP 600 addachievement 07
617MQ04SetObjectiveCompleted MQ04 70 1 SetObjectiveDisplayed MQ04 75 1
618MQ05SetObjectiveCompleted MQ05 20 1 SetObjectiveCompleted MQ05 27 1 SetObjectiveDisplayed MQ05 30 1 MQ05LabMoved.Disable
619MQ05SetObjectiveCompleted MQ05 20 1 SetObjectiveDisplayed MQ05 25 1
620MQ05SetObjectiveCompleted MQ05 25 1 SetObjectiveDisplayed MQ05 26 1
621MQ05SetObjectiveCompleted MQ05 26 1 SetObjectiveDisplayed MQ05 27 1 AlexDargonRef.Enable DanielAgincourtRef.Enable JaniceKaplinskiRef.EVP GarzaRef.EVP AnnaHoltRef.EVP DoctorLiRef.EVP
622MQ05SetObjectiveCompleted MQ05 30 1 SetObjectiveDisplayed MQ05 40 1
623MQ05SetObjectiveCompleted MQ05 40 1 SetObjectiveDisplayed MQ05 50 1
624MQ05SetObjectiveCompleted MQ05 50 1 SetObjectiveDisplayed MQ05 60 1
625MQ05SetObjectiveCompleted MQ05 60 1 SetObjectiveDisplayed MQ05 65 1
626MQ05SetObjectiveCompleted MQ05 65 1 SetObjectiveDisplayed MQ05 70 1 PPMapMarker.disable
627MQ05SetObjectiveCompleted MQ05 70 1 SetObjectiveDisplayed MQ05 75 1 ;set up Autumn scene in Control room MQ05EnclaveTroopsMarker.enable if ( DanielAgincourtRef.GetDead == 0 ) DanielAgincourtRef.Moveto MQ05TaftTunnelStartMark endif if ( AlexDargonRef.GetDead == 0 ) AlexDargonRef.Moveto MQ05TaftTunnelStartMark endif if ( GarzaRef.GetDead == 0 ) GarzaRef.Moveto MQ05TaftTunnelStartMark endif JaniceKaplinskiRef.Moveto MQ05Stage75JaniceMarker MQDadRef.Moveto MQ05Stage75DadMarker DoctorLiRef.Moveto MQ05DoctorLiStage75Marker MQ05EnclaveGoon1.Enable MQ05EnclaveGoon2.Enable MQ05ColonelAutumnRef.Enable if ( AnnaHoltRef.GetDead == 0 ) AnnaHoltRef.Moveto MQ09AnnaMarker endif ;if player has left anyone waiting in the control room, kill 'em if ( JerichoRef.GetDistance MQ05Radiation2 <= 560 ) JerichoRef.Kill endif if ( RL3REF.GetDistance MQ05Radiation2 <= 560 ) RL3Ref.Kill endif if ( CloverRef.GetDistance MQ05Radiation2 <= 560 ) CloverRef.Kill endif if ( DogmeatRef.GetDistance MQ05Radiation2 <= 560 ) DogmeatRef.Kill endif if ( ButchRef.GetDistance MQ05Radiation2 <= 560 ) ButchRef.Kill endif if ( CharonRef.GetDistance MQ05Radiation2 <= 560 ) CharonRef.Kill endif if ( MS15SydneyRef.GetDistance MQ05Radiation2 <= 560 ) MS15SydneyRef.Kill endif if ( StickyRef.GetDistance MQ05Radiation2 <= 560 ) StickyRef.Kill endif if ( RedRef.GetDistance MQ05Radiation2 <= 560 ) RedRef.Kill endif if ( ShortyRef.GetDistance MQ05Radiation2 <= 560 ) ShortyRef.Kill endif if ( CherryRef.GetDistance MQ05Radiation2 <= 560 ) CherryRef.Kill endif if ( VictoriaWattsRef.GetDistance MQ05Radiation2 <= 560 ) VictoriaWattsRef.Kill endif
628MQ05SetObjectiveCompleted MQ05 80 1 SetObjectiveDisplayed MQ05 85 1 FFEnclaveEncampmentMasterREF.enable EnclaveCamp11DeathClawCollision.enable GarzaRef.EVP DanielAgincourtRef.EVP AlexDargonRef.EVP MQ05TaftToPPurityLadderRef.Lock 255 ElderLyonsRef.Moveto MQ05ElderLyonsMarker ElderLyonsRef.EVP MQ01SarahRef.Moveto MQ05SarahLyonsMarker MQ01SarahRef.EVP
629MQ05SetObjectiveCompleted MQ05 85 1 MQ05ColonelAutumnRef.Disable StopQuest MQ05 Set RadioGalaxyNewsQuest.MQ04Clear to 0 Set RadioGalaxyNewsQuest.MQ05Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 StartQuest MQ06 SetStage MQ06 0 addachievement 08 MQDadRef.Disable JaniceKaplinskiRef.Disable MQ05EnclaveGoon1.Disable MQ05EnclaveGoon2.Disable RewardXP 700
630MQ05SetObjectiveCompleted MQ05 90 1 Player.SetFactionRank MQPlayerBOSAllyFaction 0
631MQ06SetObjectiveCompleted MQ06 10 1 SetObjectiveCompleted MQ06 20 1 SetObjectiveDisplayed MQ06 30 1
632MQ06SetObjectiveCompleted MQ06 10 1 SetObjectiveDisplayed MQ06 20 1
633MQ06SetObjectiveCompleted MQ06 30 1 SetObjectiveDisplayed MQ06 40 1
634MQ06SetObjectiveCompleted MQ06 40 1 SetObjectiveCompleted MQ06 50 1 SetObjectiveCompleted MQ06 60 1 StopQuest MQ06 Set RadioGalaxyNewsQuest.MQ06Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 SetStage MQ08 15 RewardXP 800 addachievement 09
635MQ06SetObjectiveCompleted MQ06 40 1 SetObjectiveDisplayed MQ06 50 1
636MQ06SetObjectiveCompleted MQ06 5 1 SetObjectiveDisplayed MQ06 10 1
637MQ06SetObjectiveCompleted MQ06 50 1 SetObjectiveDisplayed MQ06 60 1
638MQ07SetObjectiveCompleted MQ07 15 1 SetObjectiveCompleted MQ07 160 1 SetObjectiveDisplayed MQ07 170 1
639MQ07SetObjectiveCompleted MQ07 150 1 SetObjectiveCompleted MQ07 155 1 SetObjectiveDisplayed MQ07 160 1
640MQ07SetObjectiveCompleted MQ07 20 1 SetObjectiveCompleted MQ07 30 1 SetObjectiveDisplayed MQ07 40 1 SammyRef.RemoveScriptPackage MQ07FetchSquirrel
641MQ07SetObjectiveCompleted MQ07 20 1 SetObjectiveDisplayed MQ07 30 1 SammyRef.RemoveScriptPackage MQ07FetchSquirrel
642MQ07SetObjectiveCompleted MQ07 40 1 SetObjectiveDisplayed MQ07 45 1
643MQ07SetObjectiveCompleted MQ07 45 1 SetObjectiveDisplayed MQ07 50 1 SammyRef.RemoveScriptPackage MQ07FetchSquirrel
644MQ07SetObjectiveCompleted MQ07 50 1 SetObjectiveDisplayed MQ07 60 1
645MQ08SetObjectiveCompleted MQ08 10 1 SetObjectiveDisplayed MQ08 15 1
646MQ09SetObjectiveCompleted MQ09 20 1 SetObjectiveDisplayed MQ09 30 1
647MQ09SetObjectiveCompleted MQ09 40 1 SetObjectiveDisplayed MQ09 50 1 RRExteriorStage1TriggerREF.enable ;enables trigger outside of base
648MQ09SetObjectiveCompleted MQ09 50 1 SetObjectiveDisplayed MQ09 60 1 Player.SetFactionRank MQPlayerBOSAllyFaction 0 ElderLyonsRef.Moveto CitElderLyonsSuperviseLibertyPrimeMarker MQ11ScribeDisableMarker.Disable MQ01SarahRef.RemoveItem ArmorReconHelmet 1 PaladinKodiakRef.additem CondPowerArmorHelmetLyonsPride 1 CitadelBoSGuardRef1.additem CondPowerArmorHelmet 1 MQ11GateMarker.enable ; Ensure that Enclave gates are turned on near Purifier MQ11WaitGate01.enable MQ11WaitGate02.enable MQ11WaitGate03.enable MQ11WaitGate04.enable MQ11Gate01ForcefieldsMarker.enable MQ11Gate03ForcefieldsMarker.enable MQ11Gate03ForcefieldsMarker.enable if ( MQ09.RRDestroy == 1 ) RewardXP 100 NathanRef.Disable else CitBaileyRadioGNRRef.Disable CitBaileyRadioENCRef.Enable endif if (getDeadCount MQ08Fawkes == 0) if (MQ08FawkesREF.Rescued == 1) FollowersHireFawkesEnclaveSoldiers03REF.evp FollowersHireFawkesEnclaveSoldiers02REF.evp FollowersHireFawkesEnclaveSoldiers01REF.evp endif endif StartQuest MQ11 SetStage MQ11 1
649MQ09SetObjectiveCompleted MQ09 60 1 StopQuest MQ09 Set RadioGalaxyNewsQuest.MQ09Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 RewardXP 1100 addachievement 12
650MQ11SetObjectiveCompleted MQ11 1 1 SetObjectiveDisplayed MQ11 10 1
651MQ11SetObjectiveCompleted MQ11 10 1 SetObjectiveDisplayed MQ11 20 1 SetEssential ColonelAutumn 0 ElderLyonsRef.SetAV Assistance 2 MQ01SarahRef.SetAV Assistance 2 ScribeRothchildRef.SetAV Assistance 1
652MQ11SetObjectiveCompleted MQ11 30 1 SetObjectiveDisplayed MQ11 40 1 SetStage MQA 10 PPurityFXTankEffectRef.Playgroup Forward 1 ColonelAutumnRef.MoveTo MQ11AutumnMarker MQ11EnclaveScientistDeadRef.Enable MQ11TeslaGoon1Ref.Enable MQ11TeslaGoon2Ref.Enable SetEssential ColonelAutumn 0 MQ05Radiation1.Enable MQ05Radiation2.Enable PPBulkhead01Ref.SetOpenState 0 PPBulkhead01Ref.Lock 255 MQ03PurityStateRef.Disable
653MQ11SetObjectiveCompleted MQ11 40 1 SetObjectiveDisplayed MQ11 50 1
654MQ11SetObjectiveCompleted MQ11 50 1 SetObjectiveDisplayed MQ11 60 1
655MQ11SetObjectiveCompleted MQ11 50 1 SetObjectiveDisplayed MQ11 61 1
656MS01setObjectiveCompleted MS01 10 1 setObjectiveDisplayed MS01 20 1 setstage MS01 5
657MS02setObjectiveCompleted MS02 20 1
658MS03SetObjectiveCompleted MS03 100 1 SetObjectiveDisplayed MS03 105 1
659MS03SetObjectiveCompleted MS03 68 1 ;SetObjectiveDisplayed MS03 225 1 ;SetObjectiveCompleted MS03 225 1 StopQuest MS03 Set RadioGalaxyNewsQuest.MS03Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Give Final XP Reward: RewardXP 100 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Give proper perk depending on how well the player reseearched the book ;and what sort of input he gave if (MS03.currentStyle == 0) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1A elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2A elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3A endif elseif (MS03.currentStyle == 1) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1B elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2B elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3B endif elseif (MS03.currentStyle == 2) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1C elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2C elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3C endif elseif (MS03.currentStyle == 3) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1D elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2D elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3D endif elseif (MS03.currentStyle == 4) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1E elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2E elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3E endif endif showMessage MS03SurvivorPerkMsg ;Give appropriate book note for quality of work and style of reply: ;player.addItem MS03SurvivalGuideBook 1 if (MS03.currentStyle == 0) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8A endif elseif (MS03.currentStyle == 1) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8B endif elseif (MS03.currentStyle == 2) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8C endif elseif (MS03.currentStyle == 3) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8D endif elseif (MS03.currentStyle == 4) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8E endif endif player.additem xMS03SurvivalGuideBookItem 1 ;Start MS03Fin StartQuest MS03Fin addachievement 16
660MS03SetObjectiveCompleted MS03 68 1 ;SetObjectiveDisplayed MS03 250 1 ;SetObjectiveCompleted MS03 250 1 StopQuest MS03 ;Remove extraneous quest-item holotapes if (player.getitemcount MS03LibraryCatalogueHolotape == 1) player.removeitem MS03LibraryCatalogueHolotape 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 1) player.removeitem MS03LibraryArchivesHolotape 1 endif ;Give quest rewards, depending on objectiveBonuses rewardkarma 50 RewardXP 100 Set RadioGalaxyNewsQuest.MS03Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Give proper perk depending on how well the player reseearched the book ;and what sort of input he gave if (MS03.currentStyle == 0) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1A elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2A elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3A endif elseif (MS03.currentStyle == 1) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1B elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2B elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3B endif elseif (MS03.currentStyle == 2) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1C elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2C elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3C endif elseif (MS03.currentStyle == 3) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1D elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2D elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3D endif elseif (MS03.currentStyle == 4) if (MS03.bonusObjectives < 5) player.AddPerk MS03Perk1E elseif (MS03.bonusObjectives >= 5 && MS03.bonusObjectives < 9) player.AddPerk MS03Perk2E elseif (MS03.bonusObjectives == 9) player.AddPerk MS03Perk3E endif endif showMessage MS03SurvivorPerkMsg ;Give appropriate book note for quality of work and style of reply: ;player.addItem MS03SurvivalGuideBook 1 if (MS03.currentStyle == 0) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6A elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7A elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8A endif elseif (MS03.currentStyle == 1) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6B elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7B elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8B endif elseif (MS03.currentStyle == 2) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6C elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7C elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8C endif elseif (MS03.currentStyle == 3) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6D elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7D elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8D endif elseif (MS03.currentStyle == 4) if (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText1E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText2E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText3E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText4E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus <= 2) player.AddNote MS03SurvivalGuideText5E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus <= 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText6E elseif (MS03.MS03aBonus <= 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText7E elseif (MS03.MS03aBonus > 2 && MS03.MS03bBonus > 2 && MS03.MS03cBonus > 2) player.AddNote MS03SurvivalGuideText8E endif endif player.additem xMS03SurvivalGuideBookItem 1 ;Start MS03Fin StartQuest MS03Fin addachievement 16
661MS03SetObjectiveCompleted MS03 68 1 SetObjectiveDisplayed MS03 100 1
662MS04SetObjectiveCompleted MS04 40 1 SetObjectiveDisplayed MS04 45 1 Set MS04.ChamberSecure to 1
663MS06SetObjectiveCompleted MS06 30 1 SetObjectiveCompleted MS06 40 1 HannibalHamlinRef.AddScriptPackage MS06ClaimMemorial Set MS06.Journey to 3
664MS15SetObjectiveCompleted MS15 30 1
665MS16setObjectiveCompleted MS16 10 1 setObjectiveDisplayed MS16 20 1 AmataREF.addScriptPackage MS16AmataGreetPlayer ;Move Gomez/Armstrong into position if CG04Vault101Security04REF.getDead == 0 Vault101Security04ref.moveto VaultDoorGuardMarker Vault101Security04ref.addScriptPackage MS16GomezGreetPlayer else Vault101Security07ref.moveto VaultDoorGuardMarker Vault101Security07ref.addScriptPackage MS16GomezGreetPlayer endif
666MS16setObjectiveCompleted MS16 190 1 ;setObjectiveDisplayed MS16 210 1 ;setObjectiveCompleted MS16 210 1 stopQuest MS16 if MS16.Finish == 2 startQuest MS16fin endif Set RadioGalaxyNewsQuest.MS16Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Get Butch the hell out of there. To the bar! if ButchRef.GetDead == 0 ButchREF.moveto BelleBonnyREF ButchREF.addscriptpackage MS16finButchRCBar endif RewardXP 300 addachievement 28 ;Turn off Radio 101 listening area MS16Vault101ExternalRadioREF.disable MS16Vault101ExternalRadioREF.setBroadcastState 0 ;Move non-hired followers out of the area, if inside. if getInCellParam Vault101 MS15SydneyREF MS15SydneyREF.moveto EvacuationMarker endif if getInCellParam Vault101 StickyREF StickyREF.moveto EvacuationMarker endif if getInCellParam Vault101 RedREF RedREF.moveto EvacuationMarker endif if getInCellParam Vault101 ShortyREF ShortyREF.moveto EvacuationMarker endif if getInCellParam Vault101 VictoriaWattsREF VictoriaWattsREF.moveto EvacuationMarker endif if getInCellParam Vault101 CherryREF CherryREF.moveto EvacuationMarker endif
667MS16setObjectiveCompleted MS16 20 1 setObjectiveDisplayed MS16 30 1
668MS16setObjectiveCompleted MS16 30 1 setObjectiveCompleted MS16 40 1 setObjectiveDisplayed MS16 140 1 setObjectiveDisplayed MS16 60 0 setObjectiveDisplayed MS16 80 0 setObjectiveDisplayed MS16 90 0
669MS16setObjectiveCompleted MS16 30 1 setObjectiveCompleted MS16 60 1 setObjectiveDisplayed MS16 160 1 setObjectiveDisplayed MS16 40 0 setObjectiveDisplayed MS16 80 0 setObjectiveDisplayed MS16 90 0
670MS17SetObjectiveCompleted MS17 20 1
671MS17SetObjectiveCompleted MS17 30 1
672CG01setObjectiveDisplayed CG01 10 1 set CG01DadREF.timer to 5 EnablePlayerControls 1 0 0 0 1 1 0; only enable movement autosave
673CG02setObjectiveDisplayed CG02 40 1 setstage CGTutorial 70
674CG02setObjectiveDisplayed CG02 50 1 CG02DadREF.SayTo CG02JonasREF CG02DadSpeech 1
675CG04setobjectivedisplayed CG04 5 1
676MQ01SetObjectiveDisplayed MQ01 60 1
677MQ01SetObjectiveDisplayed MQ01 65 1
678MQ02SetObjectiveDisplayed MQ02 10 1 GNR02toDupontCircle01REF.Unlock ShowMap WashMonMapMarker ShowMap MusTechMapMarker ShowMap DupontStationMapMarker Player.AddNote MQ02WashPassword
679MQ02SetObjectiveDisplayed MQ02 20 1 SetObjectiveCompleted MQ02 10 1 MQ02MonumentGuard01REF.enable ;enables two BoS guards near Washington Monument MQ02MallSideMutantsMarker.disable ;disables two mutants on the side of the mall on the players way to the washington monument
680MQ02SetObjectiveDisplayed MQ02 30 1 SetObjectiveCompleted MQ02 20 1
681MQ02SetObjectiveDisplayed MQ02 40 1 SetObjectiveCompleted MQ02 30 1
682MQ03SetObjectiveDisplayed MQ03 10 1 DoctorLiRef.Moveto ScienceLabMarker if ( GetQuestRunning MQSearch == 1 ) SetStage MQSearch 100 endif
683MQ04SetObjectiveDisplayed MQ04 10 1
684MQ04SetObjectiveDisplayed MQ04 32 1
685MQ04SetObjectiveDisplayed MQ04 5 1 MQ01SarahREF.MoveTo CitTheDenMARKER StopQuest MQ01
686MQ04SetObjectiveDisplayed MQ04 70 1 MQ04ExitDoorActRef.Enable MQDadRef.Enable SetStage MQ05 1
687MQ05SetObjectiveDisplayed MQ05 10 1 DoctorLiRef.Moveto ScienceLabMarker if ( RCExBridge1Ref.doOnce != 1 ) set RCExBridge1Ref.bForceOpen to 1 endif
688MQ05SetObjectiveDisplayed MQ05 90 1
689MQ06SetObjectiveDisplayed MQ06 5 1
690MQ07SetObjectiveDisplayed MQ07 10 1 ShowMap ParadiseFallsMapMarker
691MQ07SetObjectiveDisplayed MQ07 15 1 SetObjectiveCompleted MQ07 10 1 ShowMap ParadiseFallsMapMarker
692MQ07SetObjectiveDisplayed MQ07 150 1
693MQ07SetObjectiveDisplayed MQ07 90 1 SetObjectiveDisplayed MQ07 10 0 SetObjectiveDisplayed MQ07 20 0 SetObjectiveDisplayed MQ07 30 0 SetObjectiveDisplayed MQ07 40 0 SetObjectiveDisplayed MQ07 50 0
694MQ08SetObjectiveDisplayed MQ08 10 1
695MQ08SetObjectiveDisplayed MQ08 20 1
696MQASetObjectiveDisplayed MQA 10 1
697MS01setObjectiveDisplayed MS01 10 1 setstage MS01 5
698MS01setObjectiveDisplayed MS01 40 1 setObjectiveCompleted MS01 20 1
699MS02setObjectiveDisplayed MS02 20 1 AntAgonizerRef.enable mechanistRef.enable
700MS03SetObjectiveDisplayed MS03 2 1
701MS04SetObjectiveDisplayed MS04 10 1 ShowMap GrayditchMapMarkerRef
702MS04SetObjectiveDisplayed MS04 40 1 SetObjectiveDisplayed MS04 42 1 MS04HatcheryDoor.Unlock
703MS05SetObjectiveDisplayed MS05 10 1 Set MS05.TourStart to 1 SierraRef.Evp SetQuestDelay MS05 .1
704MS05SetObjectiveDisplayed MS05 15 1 SetObjectiveCompleted MS05 10 1
705MS05SetObjectiveDisplayed MS05 30 1 SetObjectiveCompleted MS05 20 1
706MS05SetObjectiveDisplayed MS05 40 1 RonaldLarenRef.MoveTo MS05RonaldMeetsMarker RonaldLarenRef.Enable ShowMap NukaColaMapMarker
707MS08SetObjectiveDisplayed MS08 10 1 SetObjectiveCompleted MS08 5 1 set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 if MS08.clue1 == 0 ;skip first clue if talked to Zimmer set MS08.clue1 to 9999 set MS08.medicalClue1 to 9999 set MS08.technicalClue1 to 9999 set MS08.slaverClue1 to 9999 set MS08.sympathizerClue1 to 9999 endif addNote MS08ZimmerNote
708MS08SetObjectiveDisplayed MS08 15 1 player.addItem MS08AndroidComponent 1
709MS08SetObjectiveDisplayed MS08 20 1 SetObjectiveCompleted MS08 5 1 SetObjectiveCompleted MS08 10 1
710MS08SetObjectiveDisplayed MS08 3 1
711MS08SetObjectiveDisplayed MS08 5 1
712MS09SetObjectiveDisplayed MS09 10 1 ShowMap ArefuMapMarker
713MS09SetObjectiveDisplayed MS09 20 1 SetObjectiveDisplayed MS09 21 1 SetObjectiveDisplayed MS09 22 1 if ( GetObjectiveDisplayed MS09 15 == 1 ) SetObjectiveCompleted MS09 15 1 endif
714MS09SetObjectiveDisplayed MS09 25 1
715MS09SetObjectiveDisplayed MS09 30 1 SetObjectiveCompleted MS09 25 1 ArefuIanWestRef.Enable
716MS09SetObjectiveDisplayed MS09 40 1 SetObjectiveCompleted MS09 30 1
717MS09SetObjectiveDisplayed MS09 50 1 SetObjectiveCompleted MS09 40 1 Set MS09.IanHatesMe to 0
718MS10SetObjectiveDisplayed MS10 10 1 set HaroldRef.Named to 1 OasisDoorFromHaroldToOasis.Unlock MS10BirchRef.Moveto MS10BirchArgueMarker MS10LaurelRef.Moveto MS10LaurelArgueMarker OasisRootEnableRef.disable
719MS10SetObjectiveDisplayed MS10 20 1 SetObjectiveDisplayed MS10 30 1 Player.AddItem MS10TestTubeFull 1 SetQuestDelay MS10 0
720MS14SetObjectiveDisplayed MS14 10 1 SetObjectiveDisplayed MS14 20 1 SetObjectiveDisplayed MS14 30 1 SetObjectiveDisplayed MS14 40 1 ShowMap DukovMapMarker ShowMap RepDaveMapMarker Player.AddItemHealthPercent WeapSniperRifle 1 .60 Player.Additem ClipSniperRifle5 1 Set MS14.LieTimer to 1 If AllistairTenpennyRef.GetDead == 1 SetObjectiveCompleted MS14 10 1 EndIf If DukovRef.GetDead == 1 SetObjectiveCompleted MS14 20 1 SetObjectiveDisplayed MS14 25 1 EndIf If Player.GetItemCount MS14DukovsKey >= 1 SetObjectiveCompleted MS14 25 1 SetObjectiveDisplayed MS14 60 1 EndIf If TedStrayerRef.GetDead == 1 SetObjectiveCompleted MS14 30 1 SetObjectiveDisplayed MS14 35 1 EndIf If Player.GetItemCount MS14TedsKey >= 1 SetObjectiveCompleted MS14 35 1 SetObjectiveDisplayed MS14 70 1 EndIf If DaveRef.GetDead == 1 SetObjectiveCompleted MS14 40 1 SetObjectiveDisplayed MS14 45 1 EndIf If Player.GetItemCount MS14DavesKey >= 1 SetObjectiveCompleted MS14 45 1 SetObjectiveDisplayed MS14 80 1 EndIf
721MS15SetObjectiveDisplayed MS15 20 1 set MS15.IKnowAbe to 1
722MS15setObjectiveDisplayed MS15 30 1 set MS15.RotundaTimer to 10
723MS16setObjectiveDisplayed MS16 10 1 player.addNote MS16Vault101DoorPassword set MS16ControlPanelVault101REF.mode to 1 ;Move Gomez/Armstrong into position if CG04Vault101Security04ref.GetDead == 0 Vault101Security04ref.moveto VaultDoorGuardMarker Vault101Security04ref.addScriptPackage MS16GomezGreetPlayer else Vault101Security07ref.moveto VaultDoorGuardMarker Vault101Security07ref.addScriptPackage MS16GomezGreetPlayer endif ;Move Atrium Scene into position FreddieGomezREF.moveto MS16RebelSceneStart Vault101Security08REF.moveto MS16GuardShootFrom02REF ;Arm guards Vault101Security01REF.additem WithAmmo10mmPistolNPC 1 Vault101Security02REF.additem WithAmmo10mmPistolNPC 1 Vault101Security03REF.additem WithAmmo10mmPistolNPC 1 Vault101Security04REF.additem WithAmmo10mmPistolNPC 1 Vault101Security07REF.additem WithAmmo10mmPistolNPC 1 Vault101Security08REF.additem WithAmmo10mmPistolNPC 1 FreddieGomezREF.additem CondSwitchbladeNPC 1 ChristineKendallREF.additem CondTireIronNPC 1 SusieMackREF.additem CondLeadPipeNPC 1 AmataREF.additem WithAmmo10mmPistolNPC 1 WallyMackREF.additem CondBaseballBatNPC 1 AllenMackREF.additem WithAmmoAssaultRifleNPC 1 AllenMackREF.additem ArmorVault101Security 1 AllenMackREF.equipitem ArmorVault101Security 1 ButchREF.additem WithAmmo10mmPistolNPC 1 OverseerREF.additem WithAmmo10mmPistolNPC 1
724MS16setObjectiveDisplayed MS16 190 1 setObjectiveDisplayed MS16 90 0
725MS16setObjectiveDisplayed MS16 40 1
726MS16setObjectiveDisplayed MS16 60 1
727MS16setObjectiveDisplayed MS16 80 1
728MS16setObjectiveDisplayed MS16 90 0 setObjectiveCompleted MS16 110 1 setObjectiveCompleted MS16 180 1 startQuest MS16fin ;Quest is stopped in dialogue, at the end of MS16PostEvacuate3A/B/C/D ;Unless Amata is dead stopQuest MS16 OverseerREF.kill RewardXP 300 addachievement 28 Set RadioGalaxyNewsQuest.MS16Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Turn off Radio 101 listening area MS16Vault101ExternalRadioREF.disable MS16Vault101ExternalRadioREF.setBroadcastState 0 ;Move non-hired followers out of the area, if inside. if getInCellParam Vault101 MS15SydneyREF MS15SydneyREF.moveto EvacuationMarker endif if getInCellParam Vault101 StickyREF StickyREF.moveto EvacuationMarker endif if getInCellParam Vault101 RedREF RedREF.moveto EvacuationMarker endif if getInCellParam Vault101 ShortyREF ShortyREF.moveto EvacuationMarker endif if getInCellParam Vault101 VictoriaWattsREF VictoriaWattsREF.moveto EvacuationMarker endif if getInCellParam Vault101 CherryREF CherryREF.moveto EvacuationMarker endif
729MS16setObjectiveDisplayed MS16 90 0 setObjectiveCompleted MS16 190 1 ;setObjectiveDisplayed MS16 230 1 ;setObjectiveCompleted MS16 230 1 stopQuest MS16 startQuest MS16fin Set RadioGalaxyNewsQuest.MS16Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 ;Get Butch the hell out of there. To the bar! if ButchRef.GetDead == 0 ButchREF.moveto BelleBonnyREF ButchREF.addscriptpackage MS16finButchRCBar endif RewardXP 300 addachievement 28 ;Turn off Radio 101 listening area MS16Vault101ExternalRadioREF.disable MS16Vault101ExternalRadioREF.setBroadcastState 0 ;Move non-hired followers out of the area, if inside. if getInCellParam Vault101 MS15SydneyREF MS15SydneyREF.moveto EvacuationMarker endif if getInCellParam Vault101 StickyREF StickyREF.moveto EvacuationMarker endif if getInCellParam Vault101 RedREF RedREF.moveto EvacuationMarker endif if getInCellParam Vault101 ShortyREF ShortyREF.moveto EvacuationMarker endif if getInCellParam Vault101 VictoriaWattsREF VictoriaWattsREF.moveto EvacuationMarker endif if getInCellParam Vault101 CherryREF CherryREF.moveto EvacuationMarker endif
730MS16setObjectiveDisplayed ms16 90 1
731MS17SetObjectiveDisplayed MS17 10 1 set MS17.QuestInProgress to 1 if ( MS17.FoundVT == 0 ) ShowMap VaultTecHQMapMarker SetObjectiveDisplayed MS17 20 1 endif
732MS17SetObjectiveDisplayed MS17 50 1 SetObjectiveCompleted MS17 10 1 SetObjectiveCompleted MS17 20 1 SetObjectiveCompleted MS17 30 1
733MS18SetObjectiveDisplayed MS18 20 1 if ( GetObjectiveDisplayed MS18 10 == 1 ) SetObjectiveCompleted MS18 10 1 endif
734MS18SetObjectiveDisplayed MS18 30 1 SetObjectiveCompleted MS18 20 1
735MS18SetObjectiveDisplayed MS18 50 1 if ( MS18.EndEarly == 0 ) SetObjectiveCompleted MS18 40 1 endif Set MS18.ButcherTalk to 1 ButcherRef.Evp BrickRef.Evp DonovanRef.Evp MS18RCTerminalRef.Unlock ReillyRef.Moveto MS18FinReillyRef ReillyRef.AddItemHealthPercent MS18RangerBattlearmor 1 .6 ReillyRef.AddItem WithAmmo10mmSubmachineGunNPC 1 ReillyRef.Evp ReillyRef.RestoreAV LeftMobilityCondition 100 ReillyRef.RestoreAV RightMobilityCondition 100
736GenericSetPCCanUsePowerArmor 1
737MQ01setQuestDelay MQ01 0 setEssential MQ01Vargas 0
738CG03setstage CG03 5 player.moveto CG03StartMarkerREF
739FFERepeatCondsetstage FFERepeatA 1
740FFERepeatCondsetstage FFERepeatA 10
741FFERepeatCondsetstage FFERepeatA 11
742FFERepeatCondsetstage FFERepeatA 12
743FFERepeatCondsetstage FFERepeatA 13
744FFERepeatCondsetstage FFERepeatA 14
745FFERepeatCondsetstage FFERepeatA 15
746FFERepeatCondsetstage FFERepeatA 16
747FFERepeatCondsetstage FFERepeatA 17
748FFERepeatCondsetstage FFERepeatA 18
749FFERepeatCondsetstage FFERepeatA 19
750FFERepeatCondsetstage FFERepeatA 2
751FFERepeatCondsetstage FFERepeatA 20
752FFERepeatCondsetstage FFERepeatA 21
753FFERepeatCondsetstage FFERepeatA 22
754FFERepeatCondsetstage FFERepeatA 23
755FFERepeatCondsetstage FFERepeatA 24
756FFERepeatCondsetstage FFERepeatA 25
757FFERepeatCondsetstage FFERepeatA 26
758FFERepeatCondsetstage FFERepeatA 27
759FFERepeatCondsetstage FFERepeatA 3
760FFERepeatCondsetstage FFERepeatA 4
761FFERepeatCondsetstage FFERepeatA 5
762FFERepeatCondsetstage FFERepeatA 6
763FFERepeatCondsetstage FFERepeatA 7
764FFERepeatCondsetstage FFERepeatA 8
765FFERepeatCondsetstage FFERepeatA 9
766FFERepeatCondsetstage FFERepeatB 51
767FFERepeatCondsetstage FFERepeatB 52
768FFERepeatCondsetstage FFERepeatB 53
769FFERepeatCondsetstage FFERepeatB 54
770FFERepeatCondsetstage FFERepeatB 55
771FFERepeatCondsetstage FFERepeatB 56
772FFERepeatCondsetstage FFERepeatB 57
773FFERepeatCondsetstage FFERepeatB 58
774FFERepeatCondsetstage FFERepeatB 59
775FFERepeatCondsetstage FFERepeatB 60
776FFERepeatCondsetstage FFERepeatB 61
777FFERepeatCondsetstage FFERepeatB 62
778FFERepeatCondsetstage FFERepeatB 63
779FFERepeatCondsetstage FFERepeatB 64
780FFERepeatCondsetstage FFERepeatB 65
781FFERepeatCondsetstage FFERepeatB 66
782FFERepeatCondsetstage FFERepeatB 67
783FFERepeatCondsetstage FFERepeatB 68
784FFERepeatCondsetstage FFERepeatB 69
785FFERepeatCondsetstage FFERepeatB 70
786FFERepeatCondsetstage FFERepeatB 71
787FFERepeatCondsetstage FFERepeatB 71
788FFERepeatCondsetstage FFERepeatB 72
789FFERepeatCondsetstage FFERepeatB 73
790FFERepeatCondsetstage FFERepeatB 74
791FFERepeatCondsetstage FFERepeatB 75
792FFERepeatCondsetstage FFERepeatB 76
793FFERepeatCondsetstage FFERepeatB 78
794FFERepeatCondsetstage FFERepeatB 79
795FFERepeatCondsetstage FFERepeatB 80
796FFEUniqueCondsetStage FFEUniqueA 1
797FFEUniqueCondsetStage FFEUniqueA 10
798FFEUniqueCondsetStage FFEUniqueA 11
799FFEUniqueCondsetStage FFEUniqueA 12
800FFEUniqueCondsetStage FFEUniqueA 13
801FFEUniqueCondsetStage FFEUniqueA 14
802FFEUniqueCondsetStage FFEUniqueA 15
803FFEUniqueCondsetStage FFEUniqueA 16
804FFEUniqueCondsetStage FFEUniqueA 17
805FFEUniqueCondsetStage FFEUniqueA 18
806FFEUniqueCondsetStage FFEUniqueA 19
807FFEUniqueCondsetStage FFEUniqueA 2
808FFEUniqueCondsetStage FFEUniqueA 20
809FFEUniqueCondsetStage FFEUniqueA 21
810FFEUniqueCondsetStage FFEUniqueA 255
811FFEUniqueCondsetStage FFEUniqueA 3
812FFEUniqueCondsetStage FFEUniqueA 4
813FFEUniqueCondsetStage FFEUniqueA 5
814FFEUniqueCondsetStage FFEUniqueA 6
815FFEUniqueCondsetStage FFEUniqueA 7
816FFEUniqueCondsetStage FFEUniqueA 8
817FFEUniqueCondsetStage FFEUniqueA 9
818FFEUniqueCondsetStage FFEUniqueB 51
819FFEUniqueCondsetStage FFEUniqueB 52
820FFEUniqueCondsetStage FFEUniqueB 53
821FFEUniqueCondsetStage FFEUniqueB 54
822FFEUniqueCondsetStage FFEUniqueB 55
823FFEUniqueCondsetStage FFEUniqueB 56 ; Reilly alive ; Donovan alive ; player has Geomapper ; player is "near DC" (within 14 cells of FFENearDCMarker)
824FFEUniqueCondsetStage FFEUniqueB 57
825FFEUniqueCondsetStage FFEUniqueB 58
826FFEUniqueCondsetStage FFEUniqueB 59
827FFEUniqueCondsetStage FFEUniqueB 60
828MQ01LDsetstage MQ01LD 1 setstage MQ01 70 setstage MQ01 75 MQ01AmbushMutantRef.disable
829MQ01LDsetstage MQ01LD 2 MQ01SchoolMutant01.disable MQ01SchoolMutant02.disable MQ01SchoolMutant03.disable MQ01SchoolMutant04.disable MQ01SchoolMutant05.disable MQ01SchoolMutant06.disable MQ01SarahRef.moveto MQ01SchoolSplitMarker MQ01VargasRef.moveto MQ01SchoolSplitMarker MQ01ColvinRef.moveto MQ01SchoolSplitMarker MQ01ReddinRef.moveto MQ01SchoolSplitMarker setstage MQ01 80 setstage MQ01 81
830MQ01LDsetstage MQ01LD 3 setstage MQ01 90 MQ01SarahRef.moveto MQ01SchoolhouseSarah3 MQ01VargasRef.moveto MQ01SchoolhouseVargas3 MQ01ColvinRef.moveto MQ01SchoolhouseColvin2 MQ01ReddinRef.moveto MQ01SchoolhouseReddin3
831MQ01LDsetstage MQ01LD 4 setstage MQ01LD 100 MQ01GNRMutant01.disable MQ01GNRMutant02.disable MQ01GNRMutant03.disable MQ01GNRMutant04.disable ; move everybody into position: MQ01SarahRef.moveto MQ01GNNCourtyardMarker MQ01VargasRef.moveto MQ01GNNCourtyardMarker MQ01ReddinRef.moveto MQ01GNRConversationMarker
832MQ01LDsetstage MQ01LD 5 MQ01ReddinRef.moveto MQ01ReddinDeathMarker setstage MQ01 105
833MQ01setstage MQ01LD 50
834MQ01LDsetstage MQ01LD 6 MQ01ReddinRef.disable MQ01BehemothRef.disable setstage MQ01LD 110
835MQ03SetStage MQ03 10
836MQ05setstage mq05 60 mqdadref.enable mqdadref.moveto player janicekaplinskiref.moveto player doctorliref.moveto player
837MQ01LDsetstage MQ05 80 ; MQ01 triggers are disabled if MQ05 >= 80 setstage MQ01LD 150
838MQ06SetStage MQ06 5
839MQ07SetStage MQ07 10
840MQ09SetStage MQ08 200 MQ08CaptureDoor.SetOpenState 0 MQ08CaptureDoor.Lock 255 SetObjectiveDisplayed MQ09 20 1
841MS01setstage MS01 25
842MS01setstage MS01 5 setObjectiveDisplayed MS01 30 1 setObjectiveCompleted MS01 20 1 setObjectiveCompleted MS01 25 1 ShowMap BigTownMapMarkerREF Set RedRef.rescued to 1 Set RedRef.followingPlayer to 1 rewardKarma 100 ; put player in allied faction player.addToFaction MS01RescueFaction 0 ; remove from Doctor faction until back at Big Town RedREF.removeFromFaction DoctorsDialogueFaction
843MS01setstage MS01 5 setObjectiveDisplayed MS01 45 1 setObjectiveCompleted MS01 20 1 setObjectiveCompleted MS01 40 1 ShowMap BigTownMapMarkerREF set ShortyRef.rescued to 1 set ShortyRef.followingPlayer to 1 ShortyRef.setav Aggression ShortyRef.startingAggression ShortyRef.setRestrained 0 ShortyRef.removeFromFaction MS01KitchenFaction rewardKarma 100 ; put player in allied faction player.addToFaction MS01RescueFaction 0 ; clear anything that he might be mad about ShortyREF.ClearActorsFactionsPlayerEnemyFlag ShortyREF.stopcombat
844MS11setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up
845MS11setStage MSObjectives 11 ;handles making sure the correct objectives / fail messages show up set MegatonDestroyed to -1 LucasSimmsRef.evp ;reward karma if MS11.SimmsBonus <= 0 rewardKarma 200 endif
846MS06ShowMap LincolnMemorialMapMarker SetObjectiveDisplayed MS06 5 1 If MS06.Supermutants == 0 SetObjectiveDisplayed MS06 10 1 EndIf If GetStageDone MS06 50 == 1 SetObjectiveDisplayed MS06 15 1 EndIf
847MQ02ShowMap RivetCityMapMarker CompleteAllObjectives MQ02 RewardXP 400 if ( GetStage MQ03 == 0 ) Player.AddNote MQ02LiPhotoNote SetStage MQ03 0 endif StopQuest MQ02 addachievement 05
848CGTutorialshowMessage CGTutorialAddiction
849CGTutorialshowMessage CGTutorialCripple set CGTutorial.crippleTimer to CGCrippleTimer
850CGTutorialshowMessage CGTutorialFastTravel
851CGTutorialShowMessage CGTutorialGrab
852CGTutorialShowMessage CGTutorialGrabSuccess
853CGTutorialshowMessage CGTutorialHeal set CGTutorial.healTimer to CGHealTimer
854CGTutorialShowMessage CGTutorialJump
855CGTutorialShowMessage CGTutorialMovement ShowMessage CGTutorialMovementRun
856CGTutorialShowMessage CGTutorialMovementXbox
857CGTutorialshowMessage CGTutorialPipboyLight
858CGTutorialshowMessage CGTutorialRadiation
859CGTutorialshowMessage CGTutorialRepair
860CGTutorialshowMessage CGTutorialTerminalLocked
861MS01showMessage MS01QuestFailedMessage
862MS01ShowMessage MS01RedDied ;turn on failure objective setObjectiveDisplayed MS01 49 1
863MS01ShowMessage MS01ShortyDied
864MS05ShowMessage MS05QuestFailedMessage StopQuest MS05 StartQuest MS05Fin
865MS18ShowMessage MS18QuestFailedMessage CompleteAllObjectives MS18 StopQuest MS18
866CG01stopQuest CG01 CG01DadRef.disable player.setscale 1 ; reset player's scale SetPCToddler 0 ; back to normal walk animation ClearNoActivationSound ; do this last as it contains player.moveto: setstage CG02 0
867CG02stopquest CG02 CG02DadRef.disable CG02BeatriceREF.disable enablePlayerControls PipBoyRadioOff ; turn off radio if on ; if player still has skill book move it to CG04 if player.getItemCount BookSkillMelee > 0 CG04PlayerDresserREF.additem BookSkillMelee 1 endif player.removeallitems player.additem vaultsuit101 1 1 player.equipitem vaultsuit101 0 1 ; change player back to an adult player.AgeRace 1 ; do this last as it contains player.moveto: setstage CG03 0
868CG03stopquest CG03 CG03DadRef.disable player.removeallitems player.additem vaultsuit101 1 1 DisablePlayerControls 1 1 1 1 0 0 1 PipBoyRadioOff ; do this last as it contains player.moveto: setstage CG04 0
869ControlRumblestopQuest ControlRumble
870MQ03StopQuest MQ03 CompleteAllObjectives MQ03 if ( GetStageDone MQ03 30 == 1 ) Set RadioGalaxyNewsQuest.MQ03Clear to ( GameDaysPassed + 1 ) Set RadioGalaxyNewsQuest.ExploitReady to 1 RewardXP 500 addachievement 06 endif
871MS12stopquest MS12 StartQuest MS12Fin

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