Fallout 3: GOTY Game of the year edition



250 Results For TERM:SCTX 250 Max
; this item opens door to security area with Ian's room MS09MerestiEntryDoorRef.Unlock
; this item opens door to security area with Ian's room MS09WindsongSecurityDoorRef.Unlock
; this script unlocks the control pod ;CG04ControlPanelVault01REF.activate CG04Vault101DoorTerminalREF 1
; this script unlocks the door that leads to the entrance ; of the museum MuseumTechPlanetariumExit01REF.unlock
;ADD CODE Set MS03.MS03c2 to 3 if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif
;ADD CODE Set MS03.MS03c2 to 3 if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif
;CG04OverseerSecretDoorSwitch.activate CG04OverseersTerminalREF CG04OverseerSecretDoorSwitch.setOpenState 0 Vault101OverseerDeskREF.setOpenState 0
;CG04OverseerSecretDoorSwitch.activate CG04OverseersTerminalREF CG04OverseerSecretDoorSwitch.setOpenState 1 Vault101OverseerDeskREF.setOpenState 1 ;setstage CG04 80 setstage CG04 120
;enable gas traps and turn on the flame jets Vault87aCell03GasL.placeAtMe vault87TrapGasFire 1 Vault87aCell03GasR.placeAtMe vault87TrapGasFire 1 Vault87aCell03GasB.placeAtMe vault87TrapGasFire 1 Vault87aCell03R.FireWeapon WeapFlamer Vault87aCell03L.FireWeapon WeapFlamer Vault87aGasTrapCell01.enable
;enable gas traps and turn on the flame jets Vault87aCell04GasL.placeAtMe vault87TrapGasFire 1 Vault87aCell04GasR.placeAtMe vault87TrapGasFire 1 Vault87aCell04GasB.placeAtMe vault87TrapGasFire 1 Vault87aCell04R.FireWeapon WeapFlamer Vault87aGasTrapCell04.enable Vault87aCell04L.FireWeapon WeapFlamer
;enable gas traps and turn on the flame jets Vault87aCell05GasL.placeAtMe vault87TrapGasFire 1 Vault87aCell05GasR.placeAtMe vault87TrapGasFire 1 Vault87aCell05GasB.placeAtMe vault87TrapGasFire 1 Vault87aCell05R.FireWeapon WeapFlamer Vault87aCell05L.FireWeapon WeapFlamer Vault87aGasTrapCell02.enable
;enable gas traps and turn on the flame jets Vault87aCell06GasL.placeAtMe vault87TrapGasFire 1 Vault87aCell06GasR.placeAtMe vault87TrapGasFire 1 Vault87aCell06GasB.placeAtMe vault87TrapGasFire 1 Vault87aCell06R.FireWeapon WeapFlamer Vault87aCell06L.FireWeapon WeapFlamer Vault87aGasTrapCell03.enable
;enable gas traps and turn on the flame jets Vault87aCellFawkesGasL.placeAtMe Vault87trapGasFire 1 Vault87aCellFawkesGasR.placeAtMe Vault87trapGasFire 1 Vault87aCellFawkesGasB.placeAtMe Vault87trapGasFire 1 Vault87aCellFawkesR.FireWeapon WeapFlamer Vault87aCellFawkesL.FireWeapon WeapFlamer Vault87GasKillFawkesTRIG.enable
;evergreenMillsSecretDoor.rotate Z, 3000000
;MoAHLeftTurret.addToFaction playerFaction 1 ;MoAHRightTurret.addToFaction playerFaction 1
;MoAHLeftTurret.removeFromFaction playerFaction ;MoAHLeftTurret.stopCombat ;MoAHRightTurret.removeFromFaction playerFaction ;MoAHRightTurret.stopCombat
;MS02LairDoorAntAgonizerRef.activate MS02TerminalAntAgonizerREF 1
;MS02LairDoorMechanistRef.activate MS02TerminalMechanistRef 1
;OPEN POD DemoProtectronPod01Ref.activate MetroCenter02ComputerREF 1
;OPEN POD FriendshipMetroProtectron2REF.activate FriendshipMetroComputer02Ref 1
;red lights doorVault92RecordingStudioLightA.disable doorVault92RecordingStudioLightB.disable ;close the door and lock it doorVault92RecordingStudio.unlock ;turn the lights on lightVault92RecordingStudioA.enable lightVault92RecordingStudioB.enable
;red lights doorVault92RecordingStudioLightA.enable doorVault92RecordingStudioLightB.enable ;close the door and lock it doorVault92RecordingStudio.setOpenState 4 doorVault92RecordingStudio.lock
;Script for unlocking safe AWMSafeRef.unlock
;set MS03PrintingPress01REF.pressOn to 1
;This activates the door FortIndependence02Door01REF.activate FortIndependence02Terminal01REF 1
;This activates the door FortIndependence02Door01REF.activate FortIndependence02Terminal02REF 1
;this script disables the lights, turns on the correct lights ;and unlocks the doors MQ02PlanetariumOffLight01REF.enable 0 MQ02PlanetariumOnLight01REF.disable set MuseumTech03ProjectorREF.projectorState to 5 set MQ02.Planetarium to 0
;unlock and open cell doors MS01RedJailCellDoorREF.unlock MS01RedJailCellDoorREF.setOpenState 1 GermPoliceHQ01Cell02.unlock GermPoliceHQ01Cell02.setOpenState 1 GermPoliceHQ01Cell03.unlock GermPoliceHQ01Cell03.setOpenState 1 GermPoliceHQ01Cell04.unlock GermPoliceHQ01Cell04.setOpenState 1 GermPoliceHQ01Cell05.unlock GermPoliceHQ01Cell05.setOpenState 1 GermPoliceHQ01Cell06.unlock GermPoliceHQ01Cell06.setOpenState 1 GermPoliceHQ01Cell07.unlock GermPoliceHQ01Cell07.setOpenState 1
;unlock the doors doorVault92SecurityDoorA.unlock doorVault92SecurityDoorB.unlock doorVault92SecurityDoorA.setOpenState 4 doorVault92SecurityDoorB.setOpenState 4 ;turn on the normal lights lightVault92SecurityLightC.enable lightVault92SecurityLightB.enable lightVault92KillingLightA.disable lightVault92KillingLightB.disable
;Update MS03 if (MS03.MS03c1 >= 1 && MS03.MS03c1 <= 3) Set MS03.MS03c1 to 3 if (getHasNote MS03HistoryNote == 0) player.addItem MS03HistoryHolotape 1 player.addNote MS03HistoryNote endif ;Show updated quest objective SetObjectiveCompleted MS03 70 1 SetObjectiveCompleted MS03 74 1 SetObjectiveCompleted MS03 76 1 SetObjectiveDisplayed MS03 78 1 endif
addNote MS08HarknessBeforePicture addNote MS08HarknessAfterPicture
addNote MS08HarknessBeforePicture addNote MS08HarknessAfterPicture
CG04DoorSwitchREF.setOpenState 0
CG04DoorSwitchREF.setopenstate 1
ChevyChasetoGNR01Ref.Unlock
DeputySteelREF.Kill
doorMoAHArchivesLeft.setOpenState 0 doorMoAHArchivesLeft.lock doorMoAHArchivesRight.setOpenState 0 doorMoAHArchivesRight.lock
doorMoAHArchivesLeft.unlock doorMoAHArchivesLeft.setOpenState 1 doorMoAHArchivesRight.unlock doorMoAHArchivesRight.setOpenState 1
doorMoAHArchivesLeft.unlock doorMoAHArchivesRight.unlock
doorNukaColaMainDoor.unlock doorNukaColaMainDoor.setOpenState 1
doorVault92DataStorage.unlock doorVault92DataStorage.setOpenState 1
DuponttoGNRRef.Unlock
ElderLyonsSafeRef.Unlock
FFRHSProtectronRef.activate RHSLibraryTerminalREF 1
forceTerminalBack
forceTerminalBack
forceTerminalBack
forceTerminalBack
ForceTerminalBack
ForceTerminalBack
ForceTerminalBack
ForceTerminalBack
forceTerminalBack
forceTerminalBack
forceTerminalBack
forceTerminalBack
ForceTerminalBack
forceTerminalBack
ForceTerminalBack
Forge01EmergencyPulseControlREF.activate ForgeSecurityTerminal03REF 1
ForgeRobot01REF.setav variable01 0 ForgeRobot01REF.removeFromFaction PlayerFaction ForgeRobot03REF.setav variable01 0 ForgeRobot03REF.removeFromFaction PlayerFaction ForgeTurret03REF.setav variable01 0 ForgeTurret03REF.removeFromFaction PlayerFaction ForgeTurret04REF.setav variable01 0 ForgeTurret04REF.removeFromFaction PlayerFaction
ForgeRobot01REF.setav variable01 1 ForgeRobot01REF.addToFaction PlayerFaction 1 ForgeRobot03REF.setav variable01 1 ForgeRobot03REF.addToFaction PlayerFaction 1 ForgeTurret03REF.setav variable01 1 ForgeTurret03REF.addToFaction PlayerFaction 1 ForgeTurret04REF.setav variable01 1 ForgeTurret04REF.addToFaction PlayerFaction 1 ForgeRobot01REF.stopcombat Player ForgeRobot03REF.stopcombat Player ForgeTurret03REF.stopcombat Player ForgeTurret04REF.stopcombat Player
ForgeTurret01REF.setav variable01 0 ForgeTurret01REF.removeFromFaction PlayerFaction ForgeTurret02REF.setav variable01 0 ForgeTurret02REF.removeFromFaction PlayerFaction
ForgeTurret01REF.setav variable01 0 ForgeTurret01REF.removeFromFaction PlayerFaction ForgeTurret02REF.setav variable01 0 ForgeTurret02REF.removeFromFaction PlayerFaction
ForgeTurret01REF.setav variable01 1 ForgeTurret01REF.addToFaction PlayerFaction 1 ForgeTurret02REF.setav variable01 1 ForgeTurret02REF.addToFaction PlayerFaction 1 ForgeTurret01REF.stopcombat Player ForgeTurret02REF.stopcombat Player
ForgeTurret01REF.setav variable01 1 ForgeTurret01REF.addToFaction PlayerFaction 1 ForgeTurret02REF.setav variable01 1 ForgeTurret02REF.addToFaction PlayerFaction 1 ForgeTurret01REF.stopcombat Player ForgeTurret02REF.stopcombat Player
FortCArmorStasisFieldREF.disable FortCArmorStasisFieldColREF.disable
FortCBunkerNormalLightsREF.disable FortCBunkerNormalRedLightsREF.enable FortCBunkerDoor01REF.SetOpenState 0 FortCBunkerDoor02REF.SetOpenState 0 set FortCBunkerTerminal01REF.isLaunch to 1 set FortCBunkerTerminal01REF.soundStage to 1 FortCKlaxonAlarm01REF.enable
Friendship01DoorA.activate Friendship01DoorA
FriendshipMetroProtectron2REF.activate FriendshipMetroComputer02Ref 1
germPoliceHQAlarmREF.enable GermPoliceHQ01AlarmLight.enable
germPoliceHQAlarmREF.enable GermPoliceHQ01AlarmLight.enable
germPoliceHQAlarmREF.enable GermPoliceHQ01AlarmLight.enable
germPoliceHQContraDoor.unlock germPoliceHQContraDoor.setOpenState 1
Hubris03GeneratorRoomDoor01REF.unlock
if ( GetStage MS05 >= 20 ) SetObjectiveCompleted MS05 30 1 endif ShowMap ParadiseFallsMapMarker ShowMap SuperDuperMartMapMarkerREF ShowMap OldOlneyMapMarker
if ( WashMonumentGate01Ref.IsAnimPlaying == 0 ) WashMonumentGate01Ref.Playgroup Backward 1 set WashMonumentGate to 0 endif ForceTerminalBack
if ( WashMonumentGate01Ref.IsAnimPlaying == 0 ) WashMonumentGate01Ref.Playgroup Forward 1 set WashMonumentGate to 1 endif ForceTerminalBack
if MS03.MS03c3 == 1 set MS03.MS03c3 to 2 if player.getItemCount MS03LibraryArchivesHolotape > 0 set MS03.MS03c3 to 3 endif endif if MS03.MS03c3 >= 1 && MS03.MS03c3 < 4 if getObjectiveCompleted MS03 90 == 0 SetObjectiveCompleted MS03 90 1 SetObjectiveDisplayed MS03 98 1 endif endif if (player.getitemcount MS03LibraryCatalogueHolotape == 0 && GetStage MS03 < 200) player.additem MS03LibraryCatalogueHolotape 1 endif
if MS03.MS03c3 == 1 set MS03.MS03c3 to 2 if player.getItemCount MS03LibraryArchivesHolotape > 0 set MS03.MS03c3 to 3 endif endif if MS03.MS03c3 >= 1 && MS03.MS03c3 < 4 if getObjectiveCompleted MS03 90 == 0 SetObjectiveCompleted MS03 90 1 SetObjectiveDisplayed MS03 98 1 endif endif if (player.getitemcount MS03LibraryCatalogueHolotape == 0 && GetStage MS03 < 200) player.additem MS03LibraryCatalogueHolotape 1 endif
if MS03.MS03c3 == 1 SetObjectiveCompleted MS03 94 1 endif if MS03.MS03c3 == 2 set MS03.MS03c3 to 3 SetObjectiveCompleted MS03 94 1 endif if (player.getitemcount MS03LibraryArchivesHolotape == 0 && GetStage MS03 < 200) player.additem MS03LibraryArchivesHolotape 1 endif
mariposaExhaustTrapxmrk.enable
MedSafeRef.Unlock
MegatonBrassLanternSafeREF.unlock
MegatonGateProtectronREF.kill
MoaH01CellDoor.setOpenState 0 MoaH01CellDoor.lock
MoaH01CellDoor.setOpenState 0 MoaH01CellDoor.lock
MoaH01CellDoor.unlock MoaH01CellDoor.setOpenState 1
MoaH01CellDoor.unlock MoaH01CellDoor.setOpenState 1
MQ02PlanetariumOffLight01REF.disable MQ02PlanetariumOnLight01REF.enable 0 set MuseumTech03ProjectorREF.projectorState to 0 set MuseumTech03ProjectorREF.showStopped to 0 set MQ02.Planetarium to 1
MQ02SecSafeRef.Unlock
MQ05WaveDoorSwitchREF.activate MQ05LDwaveTerminalREF set MQ05LD.waveFlag to 9
MQ06Vault87BackDoorRef.Lock
MQ06Vault87BackDoorRef.Unlock
MQ08CellDoor01Ref.SetOpenState 1 Set MQ08.Door03 to 1
MQ08CellDoor02Ref.SetOpenState 1 Set MQ08.Door02 to 1
MQ08CellDoor03Ref.SetOpenState 1 Set MQ08.Door04 to 1
MQ08CellDoor04Ref.SetOpenState 1 Set MQ08.Door01 to 1 SidRef.SetAV Aggression 3 Set MQ08.SidChange to 1
MQ08CellDoor05Ref.SetOpenState 1 SetStage MQ08 20 Set MQ08.PowerOff to 1 Set MQ08.Door05 to 1 Set MQ08.IntercomTalk to 1 MQ08FawkesRef.Evp MQ08FawkesRef.SetPlayerTeammate 1 setAlly MQ08FawkesFaction PlayerFaction 1 1 Set Followers.FawkesHired to 1 SetAlly MQ08FawkesFaction PlayerFaction MQ08FawkesRef.AdditemHealthPercent MQ08FawkesWeaponReady 1 .6 MQ08FawkesRef.Equipitem WeapUniqueFawkesSuperSledge Set MQ08CellConsoleRef.Activated to 1
MQ08EngineerSafeRef.Unlock
MS04HatcheryDoor.Unlock
MS05NukaShippingControl.disable playSound QSTBottlingMachineBreak nukaplant01PackingBreak.disable set MS05.MachineBroken to 1
MS09VanceSafeRef.Unlock
MS12AccessDoorRef.activate MS12AccessDoorRef 1 xMS12LightToggle.disable
MS15AdminSafeRef.Unlock
MS15MaintDoor03.unlock MS15MaintDoor04.unlock MS15MaintDoor09.unlock
MS15RoboDoorRef.unlock MS15DeclarationWallSafeRef.Unlock MS15StrongroomDoorA.Unlock MS15ElevatorDoors01Ref.Unlock
MS15RotundaFloorActivatorRef.activate MS15RotundaFloorActivatorRef MS15RotundaFloorDoorRef.Unlock
MS16OverseerSecretDoorSwitch.setOpenState 0 MS16Vault101OverseerDeskREF.setOpenState 0
MS16OverseerSecretDoorSwitch.setOpenState 1 MS16Vault101OverseerDeskREF.setOpenState 1
MS18RangerCompoundDoorRef.Unlock FFMutantcampGrave03REF.enable
MuseumTech02Turret01REF.setUnconscious 0 MuseumTech02Turret02REF.setUnconscious 0 MuseumTech02Turret01REF.setav variable01 1 MuseumTech02Turret02REF.setav variable01 1
MuseumTech02Turret01REF.setUnconscious 1 MuseumTech02Turret02REF.setUnconscious 1 MuseumTech02Turret01REF.setav variable01 0 MuseumTech02Turret02REF.setav variable01 0
MuseumTurret02REF.setunconscious 0 MuseumTurret03REF.setunconscious 0 MuseumTurret02REF.setav variable01 1 MuseumTurret03REF.setav variable01 1
MuseumTurret02REF.setunconscious 1 MuseumTurret03REF.setunconscious 1 MuseumTurret02REF.setav variable01 0 MuseumTurret03REF.setav variable01 0
OurLadyHope02MedSafe01REF.unlock
OurLadyHopeMedSafe01REF.unlock
OurLadyHopeMedSafe02REF.unlock
PFallsEulogySafeREF.unlock
player.addNote FFEncCamp08NoteREPORTAudio
player.addnote ms04leskocomp02 ShowMap MarigoldStationMapMarkerREF if ( GetObjectiveDisplayed MS04 30 == 1 ) SetObjectiveDisplayed MS04 30 0 endif if ( GetStage MS04 < 50 ) SetObjectiveDisplayed MS04 35 1 endif
Player.RemoveItem MS15PrizeVoucher 1 Player.AddItem MS15Mentat01 1
Player.RemoveItem MS15PrizeVoucher 1 Player.AddItem MS15Mentat02 1
Player.RemoveItem MS15PrizeVoucher 1 Player.AddItem MS15Mentat03 1
player.removeNote SatComData03 set NQlvl.launchCodesUploaded to 1
RadioCache06Hatch01.setOpenState 2
redracer03FoyerMutantsTRIG.disable redracerHeadExplodeXMRK.enable
redracer03FoyerMutantsTRIG.disable redracerHeadExplodeXMRK.enable killActor stefanREF, 1
ref linkedProtectron set linkedProtectron to getLinkedRef linkedProtectron.activate door 1
ref linkedProtectron set linkedProtectron to getLinkedRef linkedProtectron.activate door 1
ref linkedProtectron set linkedProtectron to getLinkedRef linkedProtectron.activate door 1
ref linkedProtectron set linkedProtectron to getLinkedRef linkedProtectron.activate player 1
ref linkedRef set linkedRef to getLinkedRef linkedRef.activate NtlGuardDepot06TerminalREF 1
ref linkedRef set linkedRef to getLinkedRef linkedRef.disable
ref linkedRef set linkedRef to getLinkedRef linkedRef.disable
ref linkedRef set linkedRef to getLinkedRef linkedRef.disable
ref linkedRef set linkedRef to getLinkedRef linkedRef.enable
ref linkedRef set linkedRef to getLinkedRef linkedRef.enable
ref linkedRef set linkedRef to getLinkedRef linkedRef.enable
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.damageAV braincondition 100
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.setUnconscious 0
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.stopCombat myLink.setUnconscious 1
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock
ref myLink set myLink to getLinkedRef myLink.unlock SidRef.SetAV Aggression 3 Set MQ08.SidChange to 1
RR01DeathclawDoor01REF.unlock
set DCworld11ServantBotREF.state to 0 DCworld11ServantBotREF.evp
set DCworld11ServantBotREF.state to 1 DCworld11ServantBotREF.setunconscious 0 DCworld11ServantBotREF.evp
set DCworld11ServantBotREF.state to 3 DCworld11ServantBotREF.setunconscious 0 DCworld11ServantBotREF.evp
set DCworld11ServantBotREF.state to 4 DCworld11ServantBotREF.setunconscious 0 DCworld11ServantBotREF.evp
set DCworld11ServantBotREF.state to 5 set DCworld11ServantBotREF.poemline to 0 DCworld11ServantBotREF.setunconscious 0 DCworld11ServantBotREF.evp
set DemoProtectron01REF.active to 0 set DemoProtectron01REF.talk to 0 DemoProtectron01REF.evp
set DialogueTenpenny.ShakesDiscount to 0
set DialogueTenpenny.ShakesDiscount to 10
set DialogueTenpenny.ShakesDiscount to 50
Set FreeformCitadel.PrimeVoiceTest to 1 Set CitadelPrimeVoiceEmitterRef.RunLines to 1
set FreeformDC.FFDCzDCint16aGasON to 1 FriendshipUtilityTriggerBoxRef.enable
set FreeformDC.FFDCzDCint16aSafeOPEN to 0 FFDCzDCint16aSafeRef.lock 3;lock the safe
set FreeformDC.FFDCzDCint16aSafeOPEN to 1 FFDCzDCint16aSafeRef.unlock ;unlock the safe
set MQ02Terminal to 1
set MQ02Terminal to 1
set MQ02Terminal to 1
set MQ02Terminal to 10 MQ02PrimeRef.Enable ShowMap JuryStreetMapMarker
set MQ02Terminal to 10 MQ02PrimeRef.Enable ShowMap JuryStreetMapMarker
set MQ02Terminal to 10 MQ02PrimeRef.Enable ShowMap JuryStreetMapMarker
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to 9 ForceTerminalBack
set MQ02Terminal to MQ02Terminal + 1 set MQ02NumberLock01 to 1 ForceTerminalBack
set MQ02Terminal to MQ02Terminal + 1 set MQ02NumberLock02 to 1 ForceTerminalBack
set MQ02Terminal to MQ02Terminal + 1 set MQ02NumberLock03 to 1 ForceTerminalBack
set MQ04.Invasion to 1 set MQ04.SafetyLock to 1 SetQuestDelay MQ04 0.1
Set MQ04FailsafeTerminalRef.ProgramInfo to 1
set MS02.AntOrigin to 1
set MS02.AntOrigin to 1
set MS03RobCoMasterTerminalREF.AgainstPests to 0 SetEnemy RobCoRobots RobCoPests 1 1 RobCo02EmployeeA.stopcombat RobCo02EmployeeB.stopcombat RobCo02EmployeeC.stopcombat RobCo02EmployeeD.stopcombat RobCo02EmployeeE.stopcombat RobCo02EmployeeF.stopcombat RobCo02EmployeeG.stopcombat RobCo02EmployeeH.stopcombat RobCo02EmployeeI.stopcombat RobCo02EmployeeJ.stopcombat
set MS03RobCoMasterTerminalREF.AgainstPests to 1 SetEnemy RobCoRobots RobCoPests ;QUEST CODE if MS03.MS03c2 == 2 Set MS03.MS03c2 to 3 endif if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif ;FACTORY 1 ;xmrkRobcoFactory01KillEveryoneFlag.disable ;xmrkRobcoFactory01KillRoachesFlag.enable ;xmrkRobcoFactory01ShutdownFlag.disable ;FACTORY 2 ;xmrkRobcoFactory02KillEveryoneFlag.disable ;xmrkRobcoFactory02KillRoachesFlag.enable ;xmrkRobcoFactory02ShutdownFlag.disable
set MS03RobCoMasterTerminalREF.AgainstPlayer to 0 SetAlly RobCoRobots PlayerFaction dogmeatref.stopcombat JerichoREF.stopcombat cloverref.stopcombat starpaladincrossref.stopcombat RL3ref.stopcombat Butchref.stopcombat MQ08Fawkesref.stopcombat RobCo02EmployeeA.stopcombat RobCo02EmployeeB.stopcombat RobCo02EmployeeC.stopcombat RobCo02EmployeeD.stopcombat RobCo02EmployeeE.stopcombat RobCo02EmployeeF.stopcombat RobCo02EmployeeG.stopcombat RobCo02EmployeeH.stopcombat RobCo02EmployeeI.stopcombat RobCo02EmployeeJ.stopcombat ;QUEST CODE if MS03.MS03c2 == 2 Set MS03.MS03c2 to 3 endif if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif
set MS03RobCoMasterTerminalREF.AgainstPlayer to 1 SetEnemy RobCoRobots PlayerFaction 0 1 ;QUEST CODE if MS03.MS03c2 == 2 Set MS03.MS03c2 to 3 endif if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif ;FACTORY 01 ;xmrkRobcoFactory01KillEveryoneFlag.enable ;xmrkRobcoFactory01KillRoachesFlag.disable ;xmrkRobcoFactory01ShutdownFlag.disable ;FACTORY 02 ;xmrkRobcoFactory02KillEveryoneFlag.enable ;xmrkRobcoFactory02KillRoachesFlag.disable ;xmrkRobcoFactory02ShutdownFlag.disable
set MS03RobCoMasterTerminalREF.AgainstRobots to 0 SetAlly RobCoRobots RobCoRobots RobCo02EmployeeA.stopcombat RobCo02EmployeeB.stopcombat RobCo02EmployeeC.stopcombat RobCo02EmployeeD.stopcombat RobCo02EmployeeE.stopcombat RobCo02EmployeeF.stopcombat RobCo02EmployeeG.stopcombat RobCo02EmployeeH.stopcombat RobCo02EmployeeI.stopcombat RobCo02EmployeeJ.stopcombat
set MS03RobCoMasterTerminalREF.AgainstRobots to 1 SetEnemy RobCoRobots RobCoRobots ;QUEST CODE if MS03.MS03c2 == 2 Set MS03.MS03c2 to 3 endif if (GetObjectiveCompleted MS03 84 == 0) SetObjectiveCompleted MS03 84 1 endif ;FACTORY 01 ;xmrkRobcoFactory01KillEveryoneFlag.disable ;xmrkRobcoFactory01KillRoachesFlag.disable ;xmrkRobcoFactory01ShutdownFlag.enable ;FACTORY 02 ;xmrkRobcoFactory02KillEveryoneFlag.disable ;xmrkRobcoFactory02KillRoachesFlag.disable ;xmrkRobcoFactory02ShutdownFlag.enable
set MS04.MutagenDestroyed to 1 MS04MutagenRef01.Disable MS04MutagenRef02.Disable
set MS04.SentPulse to 1 PlaySound QSTInhibitorPulse
Set MS05.MachineNC to 1 Set MS05.MachineQT to 0
Set MS05.MachineQT to 1 Set MS05.MachineNC to 0
set MS08.clue1 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.slaverNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue1 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.sympathizerNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue1 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue1 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue2 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.slaverNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue2 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.sympathizerNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue2 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue2 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue3 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.slaverNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue3 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 set MS08.sympathizerNoteFound to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables
set MS08.clue3 to -MS08.ClueOwner set MS08.patientKnowledge to 1 set MS08.androidKnowledge to 1 setStage MS08 2 ;this stage sets all the variables to be "backwards compatible" with the original variables used when this quest was first made so i don't have to reconditionalized the infos that use the old variables




I am old, Gandalf. I don't look it, but I am beginning to feel it in my heart of hearts. Well-preserved indeed! Why, I feel all thin, sort of stretched, if you know what I mean: like butter that has been scraped over too much bread. That can't be right. I need a change, or something.

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