| |
; 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 |