Fallout New Vegas: Ultimate Edition



250 Results For INFO:SCTX 250 Max
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; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB showmessage FollowerMessageLeaveBoone38 ; -------------------------------------------------------------------------/\ set CraigBooneREF.Waiting to 0 set VNPCFollowers.bBooneHired to 0 set VNPCFollowers.bBooneFired to 1 set VNPCFollowers.bBooneL38 to 1 Set VNPCFollowers.bHumanoidInParty to 0 CraigBooneREF.SetPlayerTeammate 0 CraigBooneREF.removeperk CompanionSuite player.removeperk Spotting RemoveFromFaction FollowerFaction SetAV Assistance 0 showmessage FollowerMessagePerkBooneRemove Player.RemoveFromFaction VBooneFaction; set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1) if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif CraigBooneREF.ResetAI
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport all the ED-Es to Lucky 38 suite. EDE1REF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF EDE2REF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF EDE3REF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Cass to Lucky 38 suite. RoseofSharonCassidyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Cass to Lucky 38 suite. RoseofSharonCassidyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Cass to Lucky 38 suite. RoseofSharonCassidyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Lily to Lucky 38 suite. LilyREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Raul to Lucky 38 suite. RaulREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB ; JSH 11.05.10 - Teleport Veronica to Lucky 38 suite. VeronicaREF.MoveToMarkerWithFade L38SuiteCompanionMarker01REF
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB player.removeitem vplatinumchip 1 Set VMQYesMan01.bMoveToTerminal to 1; Set VMQTopsYesManREF.bTalkingDisabled to 1; EVP; setobjectivedisplayed VMQYesMan01 70 1; (Added 7_14_10) -ETB SetStage VMQYesMan01 70; (Added 7_14_10) -ETB
; (10_1_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB set VDialogueMrHouse.FirstTalk to 1 Set VNPCFollowers.bSuiteAvailable to 1; (8_26_10) Used in Companion Wheel. -ETB SetObjectiveCompleted VMQHouse1 5 1
; (10_5_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB set vdialoguemrhouse.firsttalk to 1 Set VNPCFollowers.bSuiteAvailable to 1; (8_26_10) Used in Companion Wheel. -ETB set vdialoguemrhouse.firsttalkbunker to 1 ; If the objective is currently active and hasn't been completed yet... If GetObjectiveDisplayed VMQHouse1 5 == 1 && GetObjectiveCompleted VMQHouse1 5 == 0 ; Player has spoken to Mr. House, so hide objective to speak to him and display bring chip objective SetObjectiveCompleted VMQHouse1 5 0 SetObjectiveDisplayed VMQHouse1 20 1 Endif
; (10_5_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB set VDialogueMrHouse.FirstTalk to 1 Set VNPCFollowers.bSuiteAvailable to 1; (8_26_10) Used in Companion Wheel. -ETB SetObjectiveCompleted VMQHouse1 5 1
; (10_5_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB set VDialogueMrHouse.FirstTalk to 1 Set VNPCFollowers.bSuiteAvailable to 1; (8_26_10) Used in Companion Wheel. -ETB SetObjectiveCompleted VMQHouse1 5 1
; (10_5_10) Adding comment to force esp to be rebuilt/added to post-release esms. -ETB set vdialoguemrhouse.firsttalk to 1 Set VNPCFollowers.bSuiteAvailable to 1; (8_26_10) Used in Companion Wheel. -ETB SetObjectiveCompleted VMQHouse1 5 1
; --------------------------------------------------------------------------------------------------------------------------------------------- \/ ; Use the following script to fail Mr House quest line, lock Mr House mainframe (from Player conversation)... ;...and to set the Lucky38 Faction as an enemy to the Player (they will attack Player). -ETB If ( GetObjectiveDisplayed VMQHouse1 5 == 1 && GetQuestCompleted VMQHouse1 == 0 ) SetStage VMQHouse1 66 Endif if ( GetObjectiveDisplayed VMQHouse2 30 == 1 && GetQuestCompleted VMQHouse2 == 0 ) SetStage VMQHouse2 110 endif if ( GetObjectiveDisplayed VMQHouse3 40 == 1 && GetQuestCompleted VMQHouse3 == 0 ) SetStage VMQHouse3 200 endif if ( GetObjectiveDisplayed VMQHouse4 50 == 1 && GetQuestCompleted VMQHouse4 == 0 ) SetStage VMQHouse4 110 endif if ( GetObjectiveDisplayed VMQHouse5 60 == 1 && GetQuestCompleted VMQHouse5 == 0 ) SetStage VMQHouse5 200 endif if ( GetObjectiveDisplayed VMQHouse6 70 == 1 && GetQuestCompleted VMQHouse6 == 0 ) SetStage VMQHouse6 200 endif if ( GetObjectiveDisplayed VMQHouse7 76 == 1 && GetQuestCompleted VMQHouse7 == 0 ) SetStage VMQHouse7 200 endif if ( GetObjectiveDisplayed VMQHouse8 80 == 1 && GetQuestCompleted VMQHouse8 == 0 ) SetStage VMQHouse8 200 endif SetEnemy Lucky38Faction playerFaction Lucky38MrHouseREF.playidle LooseNVPHMCconnectionLost ; (Sets mainframe face to "Connection Lost...") Lucky38MrHouseREF.SetDestroyed 1 ; (Makes it so Player can no longer interact with House mainframe) ; --------------------------------------------------------------------------------------------------------------------------------------------- /\
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB If ( EDE1REF.Waiting == 1 && EDE1REF.GetDisabled == 0 ) Set EDE1REF.Waiting to 0 Endif If ( EDE2REF.Waiting == 1 && EDE2REF.GetDisabled == 0 ) Set EDE2REF.Waiting to 0 Endif If ( EDE3REF.Waiting == 1 && EDE3REF.GetDisabled == 0 ) Set EDE3REF.Waiting to 0 Endif IgnoreCrime 1 ; -------------------------------------------------------------------------/\ set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.bEDEHired to 1 set VNPCFollowers.bEDEFired to 0 set VNPCFollowers.bCritterInParty to 1 addperk CompanionSuite player.addperk EnhancedSensors set EDE1REF.CombatStyleRanged to 1 set EDE2REF.CombatStyleRanged to 1 set EDE3REF.CombatStyleRanged to 1 set EDE1REF.CombatStyleMelee to 0 set EDE2REF.CombatStyleMelee to 0 set EDE3REF.CombatStyleMelee to 0 showmessage FollowerMessagePerkEDEAdd set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers + 1) setCS FollowersCombatStyleRanged AddToFaction FollowerFaction 1 SetPlayerTeammate 1 SetFactionRank TeammateFaction 1 evp SIFH 1
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set VNPCFollowers.ArcadeHired to 1 set VNPCFollowers.ArcadeFired to 0 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set VNPCFollowers.ArcadeHired to 1 set VNPCFollowers.ArcadeFired to 0 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set VNPCFollowers.ArcadeHired to 1 set VNPCFollowers.ArcadeFired to 0 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set VNPCFollowers.ArcadeHired to 1 set VNPCFollowers.ArcadeFired to 0 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set CraigBooneREF.Waiting to 0 IgnoreCrime 1 CraigBooneREF.AddPerk CompanionSuite Set CraigBooneREF.IsFollowingDefault to 1 Set CraigBooneREF.CombatStyleRanged to 1 ; -------------------------------------------------------------------------/\ SetPlayerTeammate 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.bBooneHired to 1 set VNPCFollowers.bBooneAvailable to 1 set VNPCFollowers.bBooneFired to 0; set VNPCFollowers.bHumanoidInParty to 1 Player.AddToFaction VBooneFaction 0; CraigBooneREF.AddToFaction FollowerFaction 1 CraigBooneREF.SetFactionRank TeammateFaction 1 set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers + 1) ResetAI
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set RaulREF.Waiting to 0 IgnoreCrime 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 ; -------------------------------------------------------------------------/\ RaulREF.RemoveItem Caps001 999999 RaulREF.AddToFaction FollowerFaction 1 Set VNPCFollowers.RaulAvailable to 1 Set VNPCFollowers.RaulHired to 1 Set VNPCFollowers.RaulFired to 0 Set VNPCFollowers.bHumanoidInParty to 1 RaulREF.addperk CompanionSuite SetIgnoreFriendlyHits 1 if VDialogueRaul.RaulUpgrade != 1 player.addperk RegularMaintenance showmessage FollowerMessagePerkRaulAdd elseif VDialogueRaul.RaulUpgrade == 1 player.AddPerk FullMaintenance showmessage FollowerMessagePerkRaulAddUpgrade endif RaulREF.SetPlayerTeammate 1 set RaulREF.IsFollowingDefault to 1 set RaulREF.CombatStyleRanged to 1 RaulREF.SetFactionRank TeammateFaction 1 RaulREF.ResetAI AddAchievement 4
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set RexREF.Waiting to 0 ; -------------------------------------------------------------------------/\ SIFH 1 IgnoreCrime 1 set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 set VNPCFollowers.RexHired to 1 set VNPCFollowers.RexFired to 0 set VNPCFollowers.bCritterInParty to 1 RexREF.addperk CompanionSuite player.addperk SearchAndMark showmessage FollowerMessagePerkRexAdd RexREF.AddToFaction FollowerFaction 1 RexREF.SetPlayerTeammate 1 RexREF.SetFactionRank TeammateFaction 1 set RexREF.IsFollowingDefault to 1 set RexREF.CombatStyleMelee to 1 RexREF.evp
; -------------------------------------------------------------------------\/ (8_14_10) Added to fix missing commands. -ETB Set VeronicaREF.Waiting to 0 IgnoreCrime 1 set VeronicaREF.IsFollowingDefault to 1 set VeronicaREF.CombatStyleMelee to 1 ; -------------------------------------------------------------------------/\ SetPlayerTeammate 1 VeronicaREF.AddToFaction FollowerFaction 1 VeronicaREF.SetFactionRank TeammateFaction 1 VeronicaREF.addperk CompanionSuite player.addperk ScribeAssistant showmessage FollowerMessagePerkVeronicaAdd SetIgnoreFriendlyHits 1 set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.bVeronicaHired to 1 set VNPCFollowers.bVeronicaFired to 0; set VNPCFollowers.bVeronicaAvailable to 1 set VNPCFollowers.bHumanoidInParty to 1; set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers + 1) VeronicaREF.EVP ; Having Veronica in the party makes the Brotherhood friendly if GetStage VMS55 == 0 SetAlly BrotherhoodSteelFaction PlayerFaction endif
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB SetAV Assistance 0 ; -------------------------------------------------------------------------/\ set LilyREF.Waiting to 0 set VNPCFollowers.bLilyHired to 0 set VNPCFollowers.bLilyFired to 1 Set VNPCFollowers.bHumanoidInParty to 0 set VNPCFollowers.bLilyL38 to 0 LilyREF.SetPlayerTeammate 0 LilyREF.RemoveFromFaction FollowerFaction set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1) LilyREF.removeperk CompanionSuite player.removeperk StealthGirl showmessage FollowerMessagePerkLilyRemove showmessage FollowerMessageLeaveLily if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif LilyREF.ResetAI StopQuest LilysMedicineTimer
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB SetAV Assistance 0 ; -------------------------------------------------------------------------/\ set LilyREF.Waiting to 0 set VNPCFollowers.bLilyHired to 0 set VNPCFollowers.bLilyFired to 1 set VNPCFollowers.bLilyL38 to 1 Set VNPCFollowers.bHumanoidInParty to 0 LilyREF.SetPlayerTeammate 0 LilyRef.RemoveFromFaction FollowerFaction set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1) if VDialogueLily.bLeo == 0 set VDialogueLily.bLeo to 1 endif LilyREF.removeperk CompanionSuite player.removeperk StealthGirl showmessage FollowerMessagePerkLilyRemove showmessage FollowerMessageLeaveLily38 if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif LilyREF.ResetAI
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB SetAV Assistance 0 ; -------------------------------------------------------------------------/\ set RaulREF.Waiting to 0 set VNPCFollowers.RaulHired to 0 set VNPCFollowers.RaulFired to 1 set VNPCFollowers.bRaulL38 to 1 Set VNPCFollowers.bHumanoidInParty to 0 RaulREF.SetPlayerTeammate 0 RaulREF.RemoveFromFaction FollowerFaction set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1 RaulREF.removeperk CompanionSuite if VDialogueRaul.RaulUpgrade != 1 player.removeperk RegularMaintenance showmessage FollowerMessagePerkRaulRemove showmessage FollowerMessageLeaveRaul38 elseif VDialogueRaul.RaulUpgrade == 1 Player.RemovePerk FullMaintenance showmessage FollowerMessagePerkRaulRemoveUpgrade showmessage FollowerMessageLeaveRaul38; <-- (8_15_10) Added. -ETB endif if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif RaulREF.ResetAI
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB showmessage FollowerMessageLeaveBoone ; -------------------------------------------------------------------------/\ set CraigBooneREF.Waiting to 0 set VNPCFollowers.bBooneHired to 0 set VNPCFollowers.bBooneFired to 1 set VNPCFollowers.bBooneL38 to 0 set VNPCFollowers.bHumanoidInParty to 0; CraigBooneREF.SetPlayerTeammate 0 CraigBooneREF.removeperk CompanionSuite player.removeperk Spotting showmessage FollowerMessagePerkBooneRemove Player.RemoveFromFaction VBooneFaction; RemoveFromFaction FollowerFaction SetAV Assistance 0 set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1) if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif CraigBooneREF.ResetAI
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB showmessage FollowerMessageLeaveRaul SetAV Assistance 0 ; -------------------------------------------------------------------------/\ set RaulREF.Waiting to 0 set VNPCFollowers.RaulHired to 0 set VNPCFollowers.RaulFired to 1 set VNPCFollowers.bRaulL38 to 0 Set VNPCFollowers.bHumanoidInParty to 0 RaulREF.SetPlayerTeammate 0 RaulREF.RemoveFromFaction FollowerFaction set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers - 1 RaulREF.removeperk CompanionSuite if VDialogueRaul.RaulUpgrade != 1 player.removeperk RegularMaintenance showmessage FollowerMessagePerkRaulRemove elseif VDialogueRaul.RaulUpgrade == 1 Player.RemovePerk FullMaintenance showmessage FollowerMessagePerkRaulRemoveUpgrade endif if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif ShowMap RaulsShackMarkerREF RaulREF.ResetAI
; -------------------------------------------------------------------------\/ (8_15_10) Added to fix missing commands. -ETB showmessage FollowerMessageLeaveVeronica ; -------------------------------------------------------------------------/\ set VeronicaREF.Waiting to 0 set VNPCFollowers.bVeronicaHired to 0 set VNPCFollowers.bVeronicaFired to 1 set VNPCFollowers.bVeronicaL38 to 0 set VNPCFollowers.bHumanoidInParty to 0 VeronicaREF.SetPlayerTeammate 0 VeronicaREF.removeperk CompanionSuite player.removeperk ScribeAssistant showmessage FollowerMessagePerkVeronicaRemove VeronicaRef.RemoveFromFaction FollowerFaction VeronicaRef.SetAV Assistance 0 set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers - 1) if VNPCFollowers.nCurrentFollowers == 0 set VNPCFollowers.bPlayerHasFollower to 0 endif VeronicaREF.ResetAI ; When Veronica leaves, if you haven't yet started the Brotherhood quest, stop being allies with the Brotherhood if GetStage VMS55 == 0 SetEnemy BrotherhoodSteelFaction PlayerFaction endif
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set vDialogueArcadeGannon.bInitialHire to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; Set VNPCFollowers.ArcadeHired to 1 Set VNPCFollowers.ArcadeFired to 0 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set vDialogueArcadeGannon.bInitialHire to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; Set VNPCFollowers.ArcadeHired to 1 Set VNPCFollowers.ArcadeFired to 0 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set vDialogueArcadeGannon.bInitialHire to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; Set VNPCFollowers.ArcadeHired to 1 Set VNPCFollowers.ArcadeFired to 0 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set vDialogueArcadeGannon.bInitialHire to 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1; Set VNPCFollowers.ArcadeHired to 1 Set VNPCFollowers.ArcadeFired to 0 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set ArcadeREF.Waiting to 0 ; -------------------------------------------------------------------------/\ IgnoreCrime 1 set VNPCFollowers.bHumanoidInParty to 1 set VNPCFollowers.ArcadeHired to 1 set VNPCFollowers.ArcadeFired to 0 set VNPCFollowers.ArcadeAvailable to 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to VNPCFollowers.nCurrentFollowers + 1 SetIgnoreFriendlyHits 1 Set VNPCFollowers.ArcadeAvailable to 1 Set VNPCFollowers.ArcadeHired to 1 Set ArcadeREF.IsFollowingDefault to 1 Set ArcadeREF.CombatStyleRanged to 1 ArcadeREF.addperk CompanionSuite player.addperk BetterHealing showmessage FollowerMessagePerkArcadeAdd ArcadeREF.AddToFaction FollowerFaction 1 ArcadeREF.SetPlayerTeammate 1 ArcadeREF.SetFactionRank TeammateFaction 1 ArcadeREF.evp
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set CraigBooneREF.Waiting to 0 IgnoreCrime 1 CraigBooneREF.AddPerk CompanionSuite Set CraigBooneREF.IsFollowingDefault to 1 Set CraigBooneREF.CombatStyleRanged to 1 set VNPCFollowers.bBooneFired to 0; ; -------------------------------------------------------------------------/\ Set VDialogueCraigBoone.bBooneBSAlone to 0; Player.AddPerk Spotting ShowMessage FollowerMessagePerkBooneAdd SetPlayerTeammate 1 SetIgnoreFriendlyHits 1 set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.bBooneHired to 1 set VNPCFollowers.bBooneAvailable to 1 set VNPCFollowers.bHumanoidInParty to 1 Player.AddToFaction VBooneFaction 0; CraigBooneREF.AddToFaction FollowerFaction 1 CraigBooneREF.SetFactionRank TeammateFaction 1 set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers + 1) SetObjectiveDisplayed VMS39 10 1 ResetAI
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set RaulREF.Waiting to 0 IgnoreCrime 1 set VNPCFollowers.BPlayerHasFollower to 1 set VNPCFollowers.nCurrentFollowers to ( VNPCFollowers.nCurrentFollowers + 1 ) ; -------------------------------------------------------------------------/\ RaulREF.RemoveItem Caps001 999999 RaulREF.AddToFaction FollowerFaction 1 Set VNPCFollowers.RaulAvailable to 1 Set VNPCFollowers.RaulHired to 1 Set VNPCFollowers.RaulFired to 0 Set VNPCFollowers.bHumanoidInParty to 1 RaulREF.addperk CompanionSuite set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1 SetIgnoreFriendlyHits 1 if VDialogueRaul.RaulUpgrade != 1 player.addperk RegularMaintenance showmessage FollowerMessagePerkRaulAdd elseif VDialogueRaul.RaulUpgrade == 1 player.AddPerk FullMaintenance showmessage FollowerMessagePerkRaulAddUpgrade endif RaulREF.SetPlayerTeammate 1 set RaulREF.IsFollowingDefault to 1 set RaulREF.CombatStyleRanged to 1; (8_16_10) Added. -ETB RaulREF.SetFactionRank TeammateFaction 1 RaulREF.ResetAI AddAchievement 4 ; Tabitha rages on the radio that Raul is leaving, but only if she hasn't left if VFreeformBlackMountain.TabithaLeaving == 0 && GetDeadCount Tabitha == 0 RadioBlackMountainTAREF.SetBroadcastState 0 RadioBlackMountainTAREF.StartRadioConversation RadioBMDontTakeMyRaul endif
; -------------------------------------------------------------------------\/ (8_16_10) Added to fix missing commands. -ETB Set VeronicaREF.Waiting to 0 IgnoreCrime 1 set VeronicaREF.IsFollowingDefault to 1 set VeronicaREF.CombatStyleMelee to 1 set VNPCFollowers.bVeronicaFired to 0; ; -------------------------------------------------------------------------/\ SetPlayerTeammate 1 VeronicaREF.AddToFaction FollowerFaction 1 VeronicaREF.SetFactionRank TeammateFaction 1 VeronicaREF.addperk CompanionSuite player.addperk ScribeAssistant showmessage FollowerMessagePerkVeronicaAdd SetIgnoreFriendlyHits 1 set VNPCFollowers.bPlayerHasFollower to 1 set VNPCFollowers.bVeronicaHired to 1 set VNPCFollowers.bVeronicaAvailable to 1 set VNPCFollowers.bHumanoidInParty to 1; set VNPCFollowers.nCurrentFollowers to (VNPCFollowers.nCurrentFollowers + 1) VeronicaREF.EVP Set VVeronicaBoSRepInitial to (GetReputationThreshold RepNVBrotherhood 2) ; Having Veronica in the party makes the Brotherhood friendly if GetStage VMS55 == 0 SetAlly BrotherhoodSteelFaction PlayerFaction else SetEnemy BrotherhoodSteelFaction PlayerFaction 1 1 endif ; Make player neutral with the Brotherhood StartQuest VMS49; set VNPCFollowers.nRecruited to VNPCFollowers.nRecruited + 1;
; 11.16.10 JF - Setting this here breaks things ;set VMS01.ChrisBetrayal to 4
; Add optional objective to use an energy weapon setObjectiveDisplayed vms29 11 1
; Add optional objectives SetObjectiveDisplayed VHDLegionBattle 11 1 SetObjectiveDisplayed VHDLegionBattle 12 1 ; Complete objectives if player already did them if VHDLegionBattle.WestDamSnipersDead == 4 SetObjectiveCompleted VHDLegionBattle 11 1 endif if VHDLegionBattle.IntakeTowerUnlocked == 1 SetObjectiveCompleted VHDLegionBattle 12 1 endif
; Add optional objectives SetObjectiveDisplayed VHDLegionBattle 11 1 SetObjectiveDisplayed VHDLegionBattle 12 1 ; Complete objectives if player already did them if VHDLegionBattle.WestDamSnipersDead == 4 SetObjectiveCompleted VHDLegionBattle 11 1 endif if VHDLegionBattle.IntakeTowerUnlocked == 1 SetObjectiveCompleted VHDLegionBattle 12 1 endif
; Add optional objectives SetObjectiveDisplayed VHDLegionBattle 11 1 SetObjectiveDisplayed VHDLegionBattle 12 1 ; Complete objectives if player already did them if VHDLegionBattle.WestDamSnipersDead == 4 SetObjectiveCompleted VHDLegionBattle 11 1 endif if VHDLegionBattle.IntakeTowerUnlocked == 1 SetObjectiveCompleted VHDLegionBattle 12 1 endif
; Add the paladin hit squad to the Brotherhood faction HVHitSquad1.AddToFaction BrotherhoodSteelFaction 1 HVHitSquad2.AddToFaction BrotherhoodSteelFaction 1 HVHitSquad3.AddToFaction BrotherhoodSteelFaction 1 HVHitSquad4.AddToFaction BrotherhoodSteelFaction 1 HVHitSquad1.StartCombat player HVHitSquad2.StartCombat player HVHitSquad3.StartCombat player HVHitSquad4.StartCombat player SetEnemy PlayerFaction BrotherhoodSteelFaction ; Set the ranger up to talk to you after the fight is done, if he survives set HVRangerREF.FoughtBrotherhood to 1 HVRangerREF.evp ; Fail the Brotherhood quest SetStage VMS55 200
; Added 7_01_10 to address bug#23169 -ETB If ( GetObjectiveDisplayed VMQYesMan01 36 ) SetObjectiveCompleted VMQYesMan01 36 1 Endif ; end "added 7_01_10
; added 8-9-10 to address defect 34653 by JG If ( GetObjectiveDisplayed VMQYesMan01 36 ) SetObjectiveCompleted VMQYesMan01 36 1 Endif
; added 8-9-10 to address defect 34653 by JG If ( GetObjectiveDisplayed VMQYesMan01 36 ) SetObjectiveCompleted VMQYesMan01 36 1 Endif
; added 8-9-10 to address defect 34653 by JG If ( GetObjectiveDisplayed VMQYesMan01 36 ) SetObjectiveCompleted VMQYesMan01 36 1 Endif
; added 8-9-10 to address defect 34653 by JG If ( GetObjectiveDisplayed VMQYesMan01 36 ) SetObjectiveCompleted VMQYesMan01 36 1 Endif
; adds map marker to join attack on prison ; enables player to join attack Set VFreeformNCRCF.AlliedWithNCR to 1 PrimmSergeantLeeREF.enable ;PrimmTrooper01REF.enable ;PrimmTrooper02REF.enable ;PrimmTrooper03REF.enable ;PrimmTrooper04REF.enable SetAlly VMS02NCRFaction PlayerFaction RewardXP 25
; Advance state, get McNamara and Ramos moving ;Set VDialogueHiddenValley.HVState to 4 SetObjectiveCompleted VMS55 9 1 SetStage VMS55 15 NolanMcNamaraREF.evp RamosREF.evp ; Fast travel used to be re-enabled here. ; It's not necessary since it gets enabled on exiting anyway.
; Advance the Hidden Valley State Set VDialogueHiddenValley.HVState to 3 ; Update quest SetObjectiveCompleted VMS55 1 1 SetStage VMS55 10 ; Make Ramos go back to his office set RamosREF.RamosState to 1 RamosREF.evp ; Unlock door to surface LockedOuterDoor.unlock LockedOuterDoor.SetOpenState 1 ; Enable the chest with your stuff in it HVStripContainer.enable ; Give player explosive collar player.additem HVExplosiveCollar 1 1 player.equipitem HVExplosiveCollar 1 1 ; Give McNamara the key to the collar NolanMcNamaraREF.additem HVCollarKey 1 ; Disable player controls so the player can backpeddle on load DisablePlayerControls ; Disable fast travel so the player can't suicide with the collar on EnableFastTravel 0 ; Unlock entry door, which gets locked upon entering under escort HVEntryDoor.unlock ; Unlock the door to Command (McNamara's office) HVCommandDoorREF.unlock ; Make sure exit door is unlocked BunkerFirstDoor.unlock ; Make sure intercom can be used HVIntercomREF.SetDestroyed 0 ; Activate ranger and his equipment HVRangerREF.enable HVRangerRadioREF.enable ; Unlock the door leading to Hardin's room, for now HVDoorToCommandRoomsREF.unlock ; Check if the PC is in third person if IsPC1stPerson set VDialogueHiddenValley.PCThirdPerson to 0 else set VDialogueHiddenValley.PCThirdPerson to 1 endif ; Fade out and start jump to upstairs room and push scene imod FadeToBlackAndBackQuickISFX Set HVMcNamaraHardinConvoTriggerREF.OutWithRamos to 1 Set LockedOuterDoor.PushScene to 1
; All of the NCR Troopers go hostile to the King Faction ; or maybe shoot the king ; The player gets the objective to wipe out the Kings setObjectiveCompleted VMS29 60 1 setObjectiveDisplayed VMS29 65 1
; All-out fight between the Kings and NCR!
; Backup in case player somehow missed it the first time SetObjectiveCompleted VMS19 60 1 SetObjectiveDisplayed VMS19 65 1
; Backup in case player somehow missed it the first time SetObjectiveCompleted VMS19 60 1 SetObjectiveDisplayed VMS19 65 1
; Big Iron
; Bomber heads in, oops set VMS29a.BomberEncounter to 1 VFSSilverRushBomberCustomerREF.evp ; Simon comments VFSSimonREF.SayTo player VFSSimonPlayerLetSomeoneBy
; BOOMERS ; If player has completed Boomer portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoomers == 1 If getobjectivedisplayed VMQYesMan02 20 == 1 && getobjectivecompleted VMQYesMan02 20 == 0 Setobjectivecompleted VMQYesMan02 20 1 endif If getobjectivedisplayed VMQYesMan02 22 == 1 && getobjectivecompleted VMQYesMan02 22 == 0 Setobjectivecompleted VMQYesMan02 22 1 endif If getobjectivedisplayed VMQYesMan02 24 == 1 && getobjectivecompleted VMQYesMan02 24 == 0 Setobjectivecompleted VMQYesMan02 24 1 endif If getobjectivedisplayed VMQYesMan02 26 == 1 && getobjectivecompleted VMQYesMan02 26== 0 Setobjectivecompleted VMQYesMan02 26 1 endif If getobjectivedisplayed VMQYesMan02 28 == 1 && getobjectivecompleted VMQYesMan02 28 == 0 Setobjectivecompleted VMQYesMan02 28 1 endif Endif ; GREAT KHANS ; If player has completed Khan portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessKhans == 1 If getobjectivedisplayed VMQYesMan02 40 == 1 && getobjectivecompleted VMQYesMan02 40 == 0 Setobjectivecompleted VMQYesMan02 40 1 endif If getobjectivedisplayed VMQYesMan02 42 == 1 && getobjectivecompleted VMQYesMan02 42 == 0 Setobjectivecompleted VMQYesMan02 42 1 endif If getobjectivedisplayed VMQYesMan02 44 == 1 && getobjectivecompleted VMQYesMan02 44 == 0 Setobjectivecompleted VMQYesMan02 44 1 Endif If getobjectivedisplayed VMQYesMan02 46 == 1 && getobjectivecompleted VMQYesMan02 46 == 0 Setobjectivecompleted VMQYesMan02 46 1 endif If getobjectivedisplayed VMQYesMan02 48 == 1 && getobjectivecompleted VMQYesMan02 48 == 0 Setobjectivecompleted VMQYesMan02 48 1 endif If getobjectivedisplayed VMQYesMan02 50 == 1 && getobjectivecompleted VMQYesMan02 50 == 0 Setobjectivecompleted VMQYesMan02 50 1 endif Endif ; OMERTAS ; If player has completed Omerta portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessOmertas == 1 If getobjectivedisplayed VMQYesMan02 60 == 1 && getobjectivecompleted VMQYesMan02 60 == 0 Setobjectivecompleted VMQYesMan02 60 1 endif If getobjectivedisplayed VMQYesMan02 62 == 1 && getobjectivecompleted VMQYesMan02 62 == 0 Setobjectivecompleted VMQYesMan02 62 1 endif If getobjectivedisplayed VMQYesMan02 68 == 1 && getobjectivecompleted VMQYesMan02 68 == 0 Setobjectivecompleted VMQYesMan02 68 1 Endif If getobjectivedisplayed VMQYesMan02 70 == 1 && getobjectivecompleted VMQYesMan02 70 == 0 Setobjectivecompleted VMQYesMan02 70 1 endif If getobjectivedisplayed VMQYesMan02 75 == 1 && getobjectivecompleted VMQYesMan02 75 == 0 Setobjectivecompleted VMQYesMan02 75 1 endif Endif ; WHITE GLOVE SOCIETY ; If player has completed WGS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessWhiteGloves == 1 If getobjectivedisplayed VMQYesMan02 80== 1 && getobjectivecompleted VMQYesMan02 80 == 0 Setobjectivecompleted VMQYesMan02 80 1 endif If getobjectivedisplayed VMQYesMan02 81 == 1 && getobjectivecompleted VMQYesMan02 81 == 0 Setobjectivecompleted VMQYesMan02 81 1 endif If getobjectivedisplayed VMQYesMan02 82== 1 && getobjectivecompleted VMQYesMan02 82 == 0 Setobjectivecompleted VMQYesMan02 82 1 Endif If getobjectivedisplayed VMQYesMan02 83 == 1 && getobjectivecompleted VMQYesMan02 83 == 0 Setobjectivecompleted VMQYesMan02 83 1 endif If getobjectivedisplayed VMQYesMan02 84 == 1 && getobjectivecompleted VMQYesMan02 84 == 0 Setobjectivecompleted VMQYesMan02 84 1 endif If getobjectivedisplayed VMQYesMan02 86 == 1 && getobjectivecompleted VMQYesMan02 86 == 0 Setobjectivecompleted VMQYesMan02 86 1 endif If getobjectivedisplayed VMQYesMan02 88 == 1 && getobjectivecompleted VMQYesMan02 88 == 0 Setobjectivecompleted VMQYesMan02 88 1 endif If getobjectivedisplayed VMQYesMan02 90 == 1 && getobjectivecompleted VMQYesMan02 90 == 0 Setobjectivecompleted VMQYesMan02 90 1 endif If getobjectivedisplayed VMQYesMan02 92 == 1 && getobjectivecompleted VMQYesMan02 92 == 0 Setobjectivecompleted VMQYesMan02 92 1 endif Endif ; BROTHERHOOD OF STEEL ; If player has completed BoS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoS == 1 If getobjectivedisplayed VMQYesMan02 100 == 1 && getobjectivecompleted VMQYesMan02 100 == 0 Setobjectivecompleted VMQYesMan02 100 1 endif If getobjectivedisplayed VMQYesMan02 101 == 1 && getobjectivecompleted VMQYesMan02 101 == 0 Setobjectivecompleted VMQYesMan02 101 1 endif If getobjectivedisplayed VMQYesMan02 102 == 1 && getobjectivecompleted VMQYesMan02 102 == 0 Setobjectivecompleted VMQYesMan02 102 1 Endif If getobjectivedisplayed VMQYesMan02 103 == 1 && getobjectivecompleted VMQYesMan02 103 == 0 Setobjectivecompleted VMQYesMan02 103 1 endif If getobjectivedisplayed VMQYesMan02 104 == 1 && getobjectivecompleted VMQYesMan02 104 == 0 Setobjectivecompleted VMQYesMan02 104 1 endif If getobjectivedisplayed VMQYesMan02 106 == 1 && getobjectivecompleted VMQYesMan02 106 == 0 Setobjectivecompleted VMQYesMan02 106 1 endif Endif
; BOOMERS ; If player has completed Boomer portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoomers == 1 If getobjectivedisplayed VMQYesMan02 20 == 1 && getobjectivecompleted VMQYesMan02 20 == 0 Setobjectivecompleted VMQYesMan02 20 1 endif If getobjectivedisplayed VMQYesMan02 22 == 1 && getobjectivecompleted VMQYesMan02 22 == 0 Setobjectivecompleted VMQYesMan02 22 1 endif If getobjectivedisplayed VMQYesMan02 24 == 1 && getobjectivecompleted VMQYesMan02 24 == 0 Setobjectivecompleted VMQYesMan02 24 1 endif If getobjectivedisplayed VMQYesMan02 26 == 1 && getobjectivecompleted VMQYesMan02 26== 0 Setobjectivecompleted VMQYesMan02 26 1 endif If getobjectivedisplayed VMQYesMan02 28 == 1 && getobjectivecompleted VMQYesMan02 28 == 0 Setobjectivecompleted VMQYesMan02 28 1 endif Endif ; GREAT KHANS ; If player has completed Khan portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessKhans == 1 If getobjectivedisplayed VMQYesMan02 40 == 1 && getobjectivecompleted VMQYesMan02 40 == 0 Setobjectivecompleted VMQYesMan02 40 1 endif If getobjectivedisplayed VMQYesMan02 42 == 1 && getobjectivecompleted VMQYesMan02 42 == 0 Setobjectivecompleted VMQYesMan02 42 1 endif If getobjectivedisplayed VMQYesMan02 44 == 1 && getobjectivecompleted VMQYesMan02 44 == 0 Setobjectivecompleted VMQYesMan02 44 1 Endif If getobjectivedisplayed VMQYesMan02 46 == 1 && getobjectivecompleted VMQYesMan02 46 == 0 Setobjectivecompleted VMQYesMan02 46 1 endif If getobjectivedisplayed VMQYesMan02 48 == 1 && getobjectivecompleted VMQYesMan02 48 == 0 Setobjectivecompleted VMQYesMan02 48 1 endif If getobjectivedisplayed VMQYesMan02 50 == 1 && getobjectivecompleted VMQYesMan02 50 == 0 Setobjectivecompleted VMQYesMan02 50 1 endif Endif ; OMERTAS ; If player has completed Omerta portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessOmertas == 1 If getobjectivedisplayed VMQYesMan02 60 == 1 && getobjectivecompleted VMQYesMan02 60 == 0 Setobjectivecompleted VMQYesMan02 60 1 endif If getobjectivedisplayed VMQYesMan02 62 == 1 && getobjectivecompleted VMQYesMan02 62 == 0 Setobjectivecompleted VMQYesMan02 62 1 endif If getobjectivedisplayed VMQYesMan02 68 == 1 && getobjectivecompleted VMQYesMan02 68 == 0 Setobjectivecompleted VMQYesMan02 68 1 Endif If getobjectivedisplayed VMQYesMan02 70 == 1 && getobjectivecompleted VMQYesMan02 70 == 0 Setobjectivecompleted VMQYesMan02 70 1 endif If getobjectivedisplayed VMQYesMan02 75 == 1 && getobjectivecompleted VMQYesMan02 75 == 0 Setobjectivecompleted VMQYesMan02 75 1 endif Endif ; WHITE GLOVE SOCIETY ; If player has completed WGS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessWhiteGloves == 1 If getobjectivedisplayed VMQYesMan02 80== 1 && getobjectivecompleted VMQYesMan02 80 == 0 Setobjectivecompleted VMQYesMan02 80 1 endif If getobjectivedisplayed VMQYesMan02 81 == 1 && getobjectivecompleted VMQYesMan02 81 == 0 Setobjectivecompleted VMQYesMan02 81 1 endif If getobjectivedisplayed VMQYesMan02 82== 1 && getobjectivecompleted VMQYesMan02 82 == 0 Setobjectivecompleted VMQYesMan02 82 1 Endif If getobjectivedisplayed VMQYesMan02 83 == 1 && getobjectivecompleted VMQYesMan02 83 == 0 Setobjectivecompleted VMQYesMan02 83 1 endif If getobjectivedisplayed VMQYesMan02 84 == 1 && getobjectivecompleted VMQYesMan02 84 == 0 Setobjectivecompleted VMQYesMan02 84 1 endif If getobjectivedisplayed VMQYesMan02 86 == 1 && getobjectivecompleted VMQYesMan02 86 == 0 Setobjectivecompleted VMQYesMan02 86 1 endif If getobjectivedisplayed VMQYesMan02 88 == 1 && getobjectivecompleted VMQYesMan02 88 == 0 Setobjectivecompleted VMQYesMan02 88 1 endif If getobjectivedisplayed VMQYesMan02 90 == 1 && getobjectivecompleted VMQYesMan02 90 == 0 Setobjectivecompleted VMQYesMan02 90 1 endif If getobjectivedisplayed VMQYesMan02 92 == 1 && getobjectivecompleted VMQYesMan02 92 == 0 Setobjectivecompleted VMQYesMan02 92 1 endif Endif ; BROTHERHOOD OF STEEL ; If player has completed BoS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoS == 1 If getobjectivedisplayed VMQYesMan02 100 == 1 && getobjectivecompleted VMQYesMan02 100 == 0 Setobjectivecompleted VMQYesMan02 100 1 endif If getobjectivedisplayed VMQYesMan02 101 == 1 && getobjectivecompleted VMQYesMan02 101 == 0 Setobjectivecompleted VMQYesMan02 101 1 endif If getobjectivedisplayed VMQYesMan02 102 == 1 && getobjectivecompleted VMQYesMan02 102 == 0 Setobjectivecompleted VMQYesMan02 102 1 Endif If getobjectivedisplayed VMQYesMan02 103 == 1 && getobjectivecompleted VMQYesMan02 103 == 0 Setobjectivecompleted VMQYesMan02 103 1 endif If getobjectivedisplayed VMQYesMan02 104 == 1 && getobjectivecompleted VMQYesMan02 104 == 0 Setobjectivecompleted VMQYesMan02 104 1 endif If getobjectivedisplayed VMQYesMan02 106 == 1 && getobjectivecompleted VMQYesMan02 106 == 0 Setobjectivecompleted VMQYesMan02 106 1 endif Endif
; BOOMERS ; If player has completed Boomer portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoomers == 1 If getobjectivedisplayed VMQYesMan02 20 == 1 && getobjectivecompleted VMQYesMan02 20 == 0 Setobjectivedisplayed VMQYesMan02 20 0 endif If getobjectivedisplayed VMQYesMan02 22 == 1 && getobjectivecompleted VMQYesMan02 22 == 0 Setobjectivedisplayed VMQYesMan02 22 0 endif If getobjectivedisplayed VMQYesMan02 24 == 1 && getobjectivecompleted VMQYesMan02 24 == 0 Setobjectivedisplayed VMQYesMan02 24 0 endif If getobjectivedisplayed VMQYesMan02 26 == 1 && getobjectivecompleted VMQYesMan02 26== 0 Setobjectivedisplayed VMQYesMan02 26 0 endif If getobjectivedisplayed VMQYesMan02 28 == 1 && getobjectivecompleted VMQYesMan02 28 == 0 Setobjectivedisplayed VMQYesMan02 28 0 endif Endif ; GREAT KHANS ; If player has completed Khan portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessKhans == 1 If getobjectivedisplayed VMQYesMan02 40 == 1 && getobjectivecompleted VMQYesMan02 40 == 0 Setobjectivedisplayed VMQYesMan02 40 0 endif If getobjectivedisplayed VMQYesMan02 42 == 1 && getobjectivecompleted VMQYesMan02 42 == 0 Setobjectivedisplayed VMQYesMan02 42 0 endif If getobjectivedisplayed VMQYesMan02 44 == 1 && getobjectivecompleted VMQYesMan02 44 == 0 Setobjectivedisplayed VMQYesMan02 44 0 Endif If getobjectivedisplayed VMQYesMan02 46 == 1 && getobjectivecompleted VMQYesMan02 46 == 0 Setobjectivedisplayed VMQYesMan02 46 0 endif If getobjectivedisplayed VMQYesMan02 48 == 1 && getobjectivecompleted VMQYesMan02 48 == 0 Setobjectivedisplayed VMQYesMan02 48 0 endif If getobjectivedisplayed VMQYesMan02 50 == 1 && getobjectivecompleted VMQYesMan02 50 == 0 Setobjectivedisplayed VMQYesMan02 50 0 endif Endif ; OMERTAS ; If player has completed Omerta portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessOmertas == 1 If getobjectivedisplayed VMQYesMan02 60 == 1 && getobjectivecompleted VMQYesMan02 60 == 0 Setobjectivedisplayed VMQYesMan02 60 0 endif If getobjectivedisplayed VMQYesMan02 62 == 1 && getobjectivecompleted VMQYesMan02 62 == 0 Setobjectivedisplayed VMQYesMan02 62 0 endif If getobjectivedisplayed VMQYesMan02 68 == 1 && getobjectivecompleted VMQYesMan02 68 == 0 Setobjectivedisplayed VMQYesMan02 68 0 Endif If getobjectivedisplayed VMQYesMan02 70 == 1 && getobjectivecompleted VMQYesMan02 70 == 0 Setobjectivedisplayed VMQYesMan02 70 0 endif If getobjectivedisplayed VMQYesMan02 75 == 1 && getobjectivecompleted VMQYesMan02 75 == 0 Setobjectivedisplayed VMQYesMan02 75 0 endif Endif ; WHITE GLOVE SOCIETY ; If player has completed WGS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessWhiteGloves == 1 If getobjectivedisplayed VMQYesMan02 80== 1 && getobjectivecompleted VMQYesMan02 80 == 0 Setobjectivedisplayed VMQYesMan02 80 0 endif If getobjectivedisplayed VMQYesMan02 81 == 1 && getobjectivecompleted VMQYesMan02 81 == 0 Setobjectivedisplayed VMQYesMan02 81 0 endif If getobjectivedisplayed VMQYesMan02 82== 1 && getobjectivecompleted VMQYesMan02 82 == 0 Setobjectivedisplayed VMQYesMan02 82 0 Endif If getobjectivedisplayed VMQYesMan02 83 == 1 && getobjectivecompleted VMQYesMan02 83 == 0 Setobjectivedisplayed VMQYesMan02 83 0 endif If getobjectivedisplayed VMQYesMan02 84 == 1 && getobjectivecompleted VMQYesMan02 84 == 0 Setobjectivedisplayed VMQYesMan02 84 0 endif If getobjectivedisplayed VMQYesMan02 86 == 1 && getobjectivecompleted VMQYesMan02 86 == 0 Setobjectivedisplayed VMQYesMan02 86 0 endif If getobjectivedisplayed VMQYesMan02 88 == 1 && getobjectivecompleted VMQYesMan02 88 == 0 Setobjectivedisplayed VMQYesMan02 88 0 endif If getobjectivedisplayed VMQYesMan02 90 == 1 && getobjectivecompleted VMQYesMan02 90 == 0 Setobjectivedisplayed VMQYesMan02 90 0 endif If getobjectivedisplayed VMQYesMan02 92 == 1 && getobjectivecompleted VMQYesMan02 92 == 0 Setobjectivedisplayed VMQYesMan02 92 0 endif Endif ; BROTHERHOOD OF STEEL ; If player has completed BoS portion of quest, hide any further objectives that are displayed If VMQYesMan02.AssessBoS == 1 If getobjectivedisplayed VMQYesMan02 100 == 1 && getobjectivecompleted VMQYesMan02 100 == 0 Setobjectivedisplayed VMQYesMan02 100 0 endif If getobjectivedisplayed VMQYesMan02 101 == 1 && getobjectivecompleted VMQYesMan02 101 == 0 Setobjectivedisplayed VMQYesMan02 101 0 endif If getobjectivedisplayed VMQYesMan02 102 == 1 && getobjectivecompleted VMQYesMan02 102 == 0 Setobjectivedisplayed VMQYesMan02 102 0 Endif If getobjectivedisplayed VMQYesMan02 103 == 1 && getobjectivecompleted VMQYesMan02 103 == 0 Setobjectivedisplayed VMQYesMan02 103 0 endif If getobjectivedisplayed VMQYesMan02 104 == 1 && getobjectivecompleted VMQYesMan02 104 == 0 Setobjectivedisplayed VMQYesMan02 104 0 endif If getobjectivedisplayed VMQYesMan02 106 == 1 && getobjectivecompleted VMQYesMan02 106 == 0 Setobjectivedisplayed VMQYesMan02 106 0 endif Endif
; Can't have a fight while the player is frozen! EnablePlayerControls ; Make Pacer and his buds attack VFSPacerREF.RemoveFromFaction KingsFaction VFSPacerREF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player ; Set a flag so we know the player fought Pacer set VMS29a.PacerEncounter to 2 ; Set a flag so the Van Graffs don't go hostile toward the player set VMS29a.PacerShotFirst to 1
; Can't have a fight while the player is frozen! EnablePlayerControls ; Make Pacer and his buds attack VFSPacerREF.RemoveFromFaction KingsFaction VFSPacerREF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player ; Set a flag so we know the player fought Pacer set VMS29a.PacerEncounter to 2 ; Set a flag so the Van Graffs don't go hostile toward the player set VMS29a.PacerShotFirst to 1
; Can't have a fight while the player is frozen! EnablePlayerControls ; Make Pacer and his buds attack VFSPacerREF.RemoveFromFaction KingsFaction VFSPacerREF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player VFSSilverRushGuardPacerThug01REF.StartCombat player ; Set a flag so we know the player fought Pacer set VMS29a.PacerEncounter to 2 ; Set a flag so the Van Graffs don't go hostile toward the player set VMS29a.PacerShotFirst to 1
; Chars with high Science can recognize that ; the material in the rocket souvenirs can be ; used to fuel the rockets.
; Choose a number between 1.0 and 10.9, since ints get floored set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 ; If the chosen card's been used four times, pick another if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif ; Check again to be really, really sure if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif
; Choose card to draw ; Choose a number between 1.0 and 10.9, since ints get floored set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 ; If the chosen card's been used four times, pick another if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif ; Check again to be really, really sure if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif
; Choose card to draw ; Choose a number between 1.0 and 10.99, since ints get floored set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.10 ; If the chosen card's been used four times, pick another if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif ; Check again to be really, really sure if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif
; clear medical services flag setav variable01 0
; clear medical services flag setav variable01 0
; clear medical services flag setav variable01 0
; Close entrance door behind player and lock it BunkerFirstDoor.setOpenState 0 BunkerFirstDoor.lock 255 ; Enable the BoS guys beyond the locked door BunkerGuard1.enable BunkerGuard2.enable set HVBunkerGuardDisplayTriggerREF.EnableGuards to 1 ; Make player friendly so he/she is not attacked by the brotherhood SetEnemy BrotherhoodSteelFaction PlayerFaction 1 1 ; Set var so Ramos uses the right Greeting later set VDialogueHiddenValley.HowPlayerEntered to 1
; Close entrance door behind player and lock it BunkerFirstDoor.setOpenState 0 BunkerFirstDoor.lock 255 ; Enable the BoS guys beyond the locked door BunkerGuard1.enable BunkerGuard2.enable set HVBunkerGuardDisplayTriggerREF.EnableGuards to 1 ; Make player friendly so he/she is not attacked by the brotherhood SetEnemy BrotherhoodSteelFaction PlayerFaction 1 1 ; Set var so Ramos uses the right Greeting later set VDialogueHiddenValley.HowPlayerEntered to 1
; Close entrance door behind player and lock it BunkerFirstDoor.setOpenState 0 BunkerFirstDoor.lock 255 ; Enable the BoS guys beyond the locked door BunkerGuard1.enable BunkerGuard2.enable set HVBunkerGuardDisplayTriggerREF.EnableGuards to 1 ; Make player friendly so he/she is not attacked by the brotherhood SetEnemy BrotherhoodSteelFaction PlayerFaction 1 1 ; Set var so Ramos uses the right Greeting later set VDialogueHiddenValley.HowPlayerEntered to 1
; Close up "Talk to Jason" obj if GetObjectiveDisplayed VMS01 20 SetObjectiveCompleted VMS01 20 1 endif ; Advance quest to "Nightkin" stage if GetStage VMS01 < 30 SetStage VMS01 30 endif Set VMS01.NightkinQuest to 1 ; This line might not be necessary any longer Set VMS01.CurrentTask to 3 ; Set flag so Chris will now talk to you Set VMS01.ChrisAfterJason to 1 ; Give key to basement player.addItem REPCONLowerKey 1
; Close up "Talk to Jason" obj if GetObjectiveDisplayed VMS01 20 SetObjectiveCompleted VMS01 20 1 endif Set VMS01.NightkinQuest to 3 SetObjectiveCompleted VMS01 62 1 ; Need to send Jason and the ghouls off JasonBright.evp ChrisHaversamREF.evp Ghoul1.evp Ghoul2.evp Ghoul3.evp Ghoul4.evp Ghoul5.evp Ghoul6.evp Ghoul7.evp HarlandREF.evp ; Move any living feral ghouls to the rocket pad if FeralGhoul1.getDead != 1 FeralGhoul1.MoveTo REPCONRocketPadDestinationMarker FeralGhoul1.AddToFaction PlayerFaction 1 endif if FeralGhoul2.getDead != 1 FeralGhoul2.MoveTo REPCONRocketPadDestinationMarker FeralGhoul2.AddToFaction PlayerFaction 1 endif if FeralGhoul3.getDead != 1 FeralGhoul3.MoveTo REPCONRocketPadDestinationMarker FeralGhoul3.AddToFaction PlayerFaction 1 endif if FeralGhoul4.getDead != 1 FeralGhoul4.MoveTo REPCONRocketPadDestinationMarker FeralGhoul4.AddToFaction PlayerFaction 1 endif if FeralGhoul6.getDead != 1 FeralGhoul6.MoveTo REPCONRocketPadDestinationMarker FeralGhoul6.AddToFaction PlayerFaction 1 endif if FeralGhoul8.getDead != 1 FeralGhoul8.MoveTo REPCONRocketPadDestinationMarker FeralGhoul8.AddToFaction PlayerFaction 1 endif if FeralGhoul10.getDead != 1 FeralGhoul10.MoveTo REPCONRocketPadDestinationMarker FeralGhoul10.AddToFaction PlayerFaction 1 endif if FeralGhoul11.getDead != 1 FeralGhoul11.MoveTo REPCONRocketPadDestinationMarker FeralGhoul11.AddToFaction PlayerFaction 1 endif if FeralGhoul13.getDead != 1 FeralGhoul13.MoveTo REPCONRocketPadDestinationMarker FeralGhoul13.AddToFaction PlayerFaction 1 endif if FeralGhoul15.getDead != 1 FeralGhoul15.MoveTo REPCONRocketPadDestinationMarker FeralGhoul15.AddToFaction PlayerFaction 1 endif if FeralGhoul16.getDead != 1 FeralGhoul16.MoveTo REPCONRocketPadDestinationMarker FeralGhoul16.AddToFaction PlayerFaction 1 endif ; Prevent player from using intercoms REPCONLobbyIntercom.SetDestroyed 1 REPCONBackDoorIntercom.SetDestroyed 1 REPCONMidToTopDoorIntercom.SetDestroyed 1 ObservationIntercom.SetDestroyed 1 ; Close the door to the rockets RocketBayDoor.SetOpenState 0 ; Open the door to the tunnel TunnelHatchDoor.SetOpenState 1 ; Tell the player to head to the basement to talk to Jason again SetObjectiveDisplayed VMS01 21 1
; Complete "Tell Hardin about the Chain That Binds" obj SetObjectiveCompleted VMS55 61 1
; Complete Hardin's quest SetStage VMS55a 100 ; Open the store if not already open set VDialogueHiddenValley.HVStore to 1
; Complete McNamara's quest SetStage VMS55b 100 ; Backup to enable store, just in case set VDialogueHiddenValley.HVStore to 1
; Complete obj to talk to JB SetObjectiveCompleted VMS29a 36 1 SetObjectiveCompleted VMS29a 46 1 ; Get rid of extra Cass objectives SetObjectiveDisplayed VMS29a 40 0 SetObjectiveDisplayed VMS29a 45 0
; Complete objective - display as well for the case where the ; player already found all the holotapes SetObjectiveDisplayed VMS55 29 1 SetObjectiveCompleted VMS55 29 1 ; Send player out to look for scouts SetStage VMS55 30 ; Set up Hardin to speak to player as he/she leaves if EdgarHardinREF.TalkedToPlayer < 2 EdgarHardinREF.MoveTo HVHardinsOfferMarker set EdgarHardinREF.TalkedToPlayer to 1 EdgarHardinREF.evp endif
; Complete objective and quest SetObjectiveCompleted VMS55 49 1 SetStage VMS55 100 ; Set var so fadeout occurs set VMS55.ElderSettledState to 1 ; Give safehouse key player.additem SafehouseBrotherhoodKey 1 ; Show safehouse on map if not already shown if BrotherhoodSafehouseMapMarker.GetMapMarkerVisible == 0 ShowMap BrotherhoodSafehouseMapMarker endif
; Complete objective of reporting Orris as dead SetObjectiveCompleted VMS19 31 1
; Complete objective SetObjectiveCompleted VMS55 39 1 ; Update quest SetStage VMS55 40
; Complete objective SetObjectiveCompleted VMS55a 19 1 ; Give player some power armor player.AddItemHealthPercent ArmorPowerT45d 1 0.10 player.AddItemHealthPercent ArmorPowerT45dHelmet 1 0.08
; Complete objective to give Hardin the discs SetObjectiveCompleted VMS55 60 1
; Complete objective to give Hardin the discs SetObjectiveCompleted VMS55 60 1 set VDialogueHiddenValley.ToldAboutHolotapes to 1
; Complete objective to see Moore SetObjectiveCompleted VMQ05 10 1
; Complete objective to see Moore SetObjectiveCompleted VMQ05 10 1
; Complete objective to see Moore SetObjectiveCompleted VMQ05 10 1
; Complete objective to see Moore SetObjectiveCompleted VMQ05 10 1
; Complete objective to speak to Chris about the rockets ;SetObjectiveCompleted VMS01 30 1
; Complete objective to talk to McNamara SetObjectiveCompleted VMS55 15 1 ; Allow player to use Brotherhood store set VDialogueHiddenValley.HVStore to 1
; Complete objective to talk to McNamara SetObjectiveCompleted VMS55 15 1 ; Update stage, give player objectives to find missing patrols SetStage VMS55 20 ; Set up Hardin to speak to player as he/she leaves if EdgarHardinREF.TalkedToPlayer < 2 EdgarHardinREF.MoveTo HVHardinsOfferMarker set EdgarHardinREF.TalkedToPlayer to 1 EdgarHardinREF.evp endif ; Make Ramos chill in his office from now on set RamosREF.RamosState to 1 RamosREF.evp ; Allow player to use Brotherhood store set VDialogueHiddenValley.HVStore to 1
; Complete objective to tell Jean-Baptiste that Cass is dead SetObjectiveCompleted VMS29a 46 1
; Complete sugar bomb objective SetObjectiveCompleted VMS01 80 1 set VMS01.ChrisRocketBomb to 2 player.RemoveItem SugarBombs01 3 setobjectivedisplayed VMS01 90 1 setobjectivecompleted VMS01 90 1 set VMS01.ChrisBetrayal to 4 set VMS01.ChrisNovacState to 1 ChrisHaversamREF.evp
; Complete the "go deal with Mr. House" objective if not done SetObjectiveCompleted VMQ05 40 1 ; Player reported house either dead or disconnected SetObjectiveCompleted VMQ05 45 1 ; Update global story state since we've finished a faction's ; mid-game quests if VStoryState < 40 Set VStoryState to 40 endif ; Update NCR global state set VStoryNCRState to 2 Rewardxp 200
; Cue a king who tells you that Pacer is attacking the NCR VFSKingTellsAboutPacerREF.enable VFSKingTellsAboutPacerREF.evp ; Disable player movement so they stick around DisablePlayerControls
; Cue end sequence StartQuest VHDOliverRetreatTimer; <<< JSH 8/5 VHDLegionOliverRetreatTriggerREF.activate player 1
; Cue king to cut in and tell you about Pacer fighting the NCR VFSKingTellsAboutPacerREF.enable VFSKingTellsAboutPacerREF.moveto VFSTheKingREF VFSKingTellsAboutPacerREF.evp ; Disable player movement so they stick around DisablePlayerControls
; Customer runs out set VMS29a.VanGraffIntroState to 8 VFSVanGraffCustomerREF.resetai ;VFSVanGraffCustomerREF.playidle VanGraffCustomerCower VFSVanGraffCustomerREF.StartCombat player ; Disable hostility triggers VFSSilverRushRunPastGuardsTrigger01REF.disable VFSSilverRushRunPastGuardsTrigger02REF.disable
; Disable hostility triggers VFSSilverRushRunPastGuardsTrigger01REF.disable VFSSilverRushRunPastGuardsTrigger02REF.disable set VMS29a.VanGraffIntroState to 9 VFSVanGraffThug01REF.evp VFSVanGraffThug02REF.evp VFSVanGraffThug03REF.evp VFSVanGraffThug04REF.evp VFSJeanBaptisteCuttingREF.evp VFSGloriaVanGraffREF.evp
; Display optional Hardin objectives SetObjectiveDisplayed VMS55 50 1 SetObjectiveDisplayed VMS55 51 1 SetObjectiveDisplayed VMS55 52 1 ; Make Hardin resume his normal schedule set EdgarHardinREF.TalkedToPlayer to 2 EdgarHardinREF.evp
; double cross. remove any pro-mort objectives, complete quest. if (GetObjectiveCompleted VMS18 105 && VMS18.bMortimerDoubleCross && GetObjectiveDisplayed VMS18 90 == 0) if(GetObjectiveCompleted VMS18 110 == 0) SetObjectiveDisplayed VMS18 110 0; endif if(GetObjectiveCompleted VMS18 120 == 0) SetObjectiveDisplayed VMS18 120 0; endif if(GetObjectiveCompleted VMS18 125 == 0) SetObjectiveDisplayed VMS18 125 0; endif CompleteQuest VMS18; RewardXP 500; ; VMS25 Safeguard if VMS18 Completes WalterPhebusREF.Kill WalterPhebusREF.MoveTo VTestMark EthelPhebusREF.Kill EthelPhebusREF.MoveTo VTestMark If GetStage VMS25 >= 10 && GetQuestCompleted VMS25 != 1 SetStage VMS25 140 Endif endif
; Drunk goes in set VMS29a.DrunkEncounter to 2 VFSSilverRushDrunkREF.evp VFSSimonREF.SayTo player VFSSimonPlayerLetSomeoneBy
; Drunk heads in set VMS29a.DrunkEncounter to 2 VFSSilverRushDrunkREF.evp VFSSimonREF.SayTo player VFSSimonDrunkRebuke
; Drunk VFSSilverRushDrunkREF.StartConversation player
; Drunk walks off set VMS29a.DrunkEncounter to 1 VFSSilverRushDrunkREF.evp VFSSimonREF.SayTo player VFSSimonDrunkElsewhere
; Drunk walks off set VMS29a.DrunkEncounter to 1 VFSSilverRushDrunkREF.evp VFSSimonREF.SayTo player VFSSimonDrunkPolicy
; Eddy Arnold
; Enable Pacer's jet stash so the player can mess with it VFSPacerJetREF.enable
; Enable player controls EnablePlayerControls ; Complete objective to bring Cass to Jean-Baptiste SetObjectiveCompleted VMS29a 45 1
; Enable the player's controls EnablePlayerControls
; Enable traps in ranger's bunker as a going away present HVRangerNoteItemREF.enable HVRangerGrenadeTrap1.enable HVRangerGrenadeTrap2.enable HVRangerGrenadeTrap3.enable HVRangerGrenadeTrap4.enable HVRangerGrenadeTrap5.enable HVRangerTripwireREF.enable
; Enable traps in ranger's bunker as a going away present HVRangerNoteItemREF.enable HVRangerGrenadeTrap1.enable HVRangerGrenadeTrap2.enable HVRangerGrenadeTrap3.enable HVRangerGrenadeTrap4.enable HVRangerGrenadeTrap5.enable HVRangerTripwireREF.enable
; End of guard session VFSSimonREF.StartConversation player VFSSimonCallsItADay
; Fail quest SetObjectiveCompleted VMS29 20 1 SetStage VMS29 102
; Fail quest SetObjectiveCompleted VMS29 20 1 SetStage VMS29 102
; Fail quest SetObjectiveCompleted VMS29 20 1 SetStage VMS29 102 player.additem caps001 150
; Fail quest SetObjectiveCompleted VMS29 20 1 SetStage VMS29 102 player.additem caps001 300
; Fail the quest SetObjectiveCompleted VMS29 20 1 SetStage VMS29 102 ; Start Moore Quest SetStage VMQ05 10 ; Update global story state since we've finished a faction's ; early quests if VStoryState < 30 Set VStoryState to 30 endif ; Update NCR global state set VStoryNCRState to 1
; Favor given, never again set VFreeformFreeside.KingFavorState to 2
; Finish quest successfully SetStage VMS29a 100 ; Set state so player can talk to Gloria again set VMS29a.FinalFightState to 9 ; Enable player controls EnablePlayerControls
; Freeze player and Hardin so they can't move player.SetRestrained 1 EdgarHardinREF.SetRestrained 1 DisablePlayerControls ; <<< JSH 7/29 Stop player from initiating dialogue ; Fade out, then come back in with power armor on and perk ; acquired. IMOD FadeToBlackAndBackISFX set HVMcNamaraHardinConvoTriggerREF.HardinTraining to 1
; Freeze player and McNamara so they can't move player.SetRestrained 1 NolanMcNamaraREF.SetRestrained 1 ; Fade out, then come back in with power armor on and perk ; acquired. IMOD FadeToBlackAndBackISFX set HVMcNamaraHardinConvoTriggerREF.McNamaraTraining to 1
; Gambler heads in set VMS29a.GamblerEncounter to 3 VFSSilverRushGamblerCustomerREF.evp ; Set up next encounter set VFSSilverRushPlayerGuardTriggerREF.Timer to 5.0 set VMS29a.GuardState to 9
; Get rid of the thugs to avoid
; Get rifle back from player if VMS29a.WeaponChoice == 0 player.RemoveItem VFSWeapLaserRifleVanGraff 1 elseif VMS29a.WeaponChoice == 1 player.RemoveItem VFSWeapPlasmaRifleVanGraff 1 endif ; Get armor back from player player.RemoveItem VFSArmorCombatBlackVanGraff 1 ; Update quest setObjectiveCompleted VMS29a 20 1 setObjectiveDisplayed VMS29a 25 1 ; Make Simon walk inside VFSSimonREF.MoveToMarkerWithFade VFSSimonReportsMarkerREF set VFSSimonREF.SimonState to 6 VFSSimonREF.evp ; Update guard state var set VMS29a.GuardState to 13 ; Allow the player to enter the Silver Rush again VFSSilverRushExtDoorREF.SetDestroyed 0 ; Enable player controls and fast travel again EnablePlayerControls EnableFastTravel 1
; gets rid of the paladins after a fade. Set VGenericTimer.fTimer to 0 Set VGenericTimer.nEvent to 4; StartQuest VGenericTimer; set VMS49.bPaladinsWalkAway to 1; VMS49HVPaladinLeaderREF.EVP VMS49HVPaladin1REF.EVP VMS49HVPaladin2REF.EVP
; Give optional objective to go to Alice McLafferty SetObjectiveDisplayed VMS29a 41 1
; Give optional objective to go to Alice McLafferty SetObjectiveDisplayed VMS29a 41 1
; Give optional objective to show Hardin the mission discs SetObjectiveDisplayed VMS55 60 1
; Give player "Find Keely" objective SetObjectiveDisplayed VMS06 30 1 KeelyREF.enable set VFreeformVault22.KeelyState to 1 set VFreeformVault22.AngelaSentPlayer to 1 AngelaWilliamsREF.evp
; Give player "Find Keely" objective SetObjectiveDisplayed VMS06 30 1 KeelyREF.enable set VFreeformVault22.KeelyState to 1 set VFreeformVault22.AngelaSentPlayer to 1 AngelaWilliamsREF.evp
; Give player "Find Keely" objective SetObjectiveDisplayed VMS06 30 1 KeelyREF.enable set VFreeformVault22.KeelyState to 1 set VFreeformVault22.AngelaSentPlayer to 1 AngelaWilliamsREF.evp
; Give player food and water player.additem FoodGeneric100 1 player.additem WaterPurified 1
; Give player food and water player.additem FoodGeneric100 1 player.additem WaterPurified 1
; Give player key to Black Mountain's stolen loot player.additem BMTabithaLootKey 1 TabithaREF.removeitem BMTabithaLootKey 1
; Give player Kings uniform player.additem outfitkings 1 ; Make Kings friendly to player SetAlly KingsFaction PlayerFaction set VFreeformFreeside.HonoraryKing to 1 ; Favor given, never again set VFreeformFreeside.KingFavorState to 2
; Give player Kings uniform player.additem outfitkings 1 ; Make Kings friendly to player SetAlly KingsFaction PlayerFaction set VFreeformFreeside.HonoraryKing to 1 ; Favor given, never again set VFreeformFreeside.KingFavorState to 2
; Give player Mr. House objective so it will complete right away SetObjectiveDisplayed VMQ05 45 1 ; Set variable so following line plays set VFreeformHooverDam.ReportedHouse to 1
; Give player objective to deal with Khans SetObjectiveDisplayed VMQ05 20 1 SetStage VMQ05 20 ; Open up Bardon's store set VHDAssassinationDialog.bBardonSuppliesUnlocked to 1
; Give player objective to destroy the BoS SetObjectiveDisplayed VMQ05 50 1 SetStage VMQ05 50
; Give player objective to get rid of Mr. House SetObjectiveDisplayed VMQ05 40 1 SetStage VMQ05 40
; Give player objective to investigate Omertas SetObjectiveDisplayed VMQ05 27 1 SetStage VMQ05 30
; Give player reward if GetRandomPercent <= 5 ; Give a star cap player.additem NVStarBottleCap 1 elseif GetRandomPercent <= 25 ; Give cards player.additem RandomCaravanBaseCards 1 else ; Give small random number of normal caps player.additem CapsChange100 1 endif
; Give player scout report player.additem HVScoutReport01 1 HVScout01REF.RemoveItem HVScoutReport01 1
; Give player scout report player.additem HVScoutReport01 1 HVScout01REF.RemoveItem HVScoutReport01 1
; Give player scout report player.additem HVScoutReport01 1 HVScout01REF.RemoveItem HVScoutReport01 1
; Give player scout report player.additem HVScoutReport02 1 HVScout02REF.RemoveItem HVScoutReport02 1
; Give player scout report player.additem HVScoutReport03 1 HVScout03REF.RemoveItem HVScoutReport03 1
; Give player scout report player.additem HVScoutReport03 1 HVScout03REF.RemoveItem HVScoutReport03 1
; Give player scout report player.additem HVScoutReport03 1 HVScout03REF.RemoveItem HVScoutReport03 1
; Give player scout report player.additem HVScoutReport03 1 HVScout03REF.RemoveItem HVScoutReport03 1
; Give player some power armor player.AddItemHealthPercent ArmorPowerT45d 1 0.10 player.AddItemHealthPercent ArmorPowerT45dHelmet 1 0.08
; Give player the XP and caps from the Barter check player.rewardxp 50 player.additem caps001 150 ; Send player in to mop up the NCR SetObjectiveCompleted VMS19 95 1 SetObjectiveDisplayed VMS19 96 1
; Give xp player.rewardxp 65
; Gloria walks over to Jean-Baptiste set VFSGloriaVanGraffREF.VolunteerTalkDone to 1 set VMS29a.VanGraffIntroState to 4 VFSGloriaVanGraffREF.evp
; Going Under
; Happy Times
; Heartaches By The Number
; Hide the objective to talk to Moore SetObjectiveDisplayed VMS29 50 0
; Hide the volunteer so just the ashpile appears ; when hovered over by the player ;VFSVanGraffVolunteerREF.disable
; I'm Movin Out
; I'm So Blue
; if a banquet has occurred since the player brought this up. if (GetObjectiveCompleted VMS18 200) if (VMS18.bDayMustPass == 0 || GameDaysPassed > VMS18.nDayOfCompletion) if (GetCurrentTime > 19 || GameDaysPassed > VMS18.nDayOfCompletion + 1) set VMS18.bWGSConverted to 1; endif endif endif
; if a banquet has occurred since the player brought this up. if (GetObjectiveCompleted VMS18 200) if (VMS18.bDayMustPass == 0 || GameDaysPassed > VMS18.nDayOfCompletion) if (GetCurrentTime > 21 || GameDaysPassed > VMS18.nDayOfCompletion + 1) set VMS18.bWGSConverted to 1; endif endif endif set VMS18.nHumanFollowers to 0; if (VNPCFollowers.bBooneHired && CraigBooneREF.GetInSameCell player && CraigBooneREF.GetDistance player < 1500) set VMS18.nHumanFollowers to VMS18.nHumanFollowers + 1 endif if (VNPCFollowers.bCassHired && RoseOfSharonCassidyREF.GetInSameCell player && RoseofSharonCassidyREF.GetDistance player < 1500) set VMS18.nHumanFollowers to VMS18.nHumanFollowers + 1 endif if (VNPCFollowers.bVeronicaHired && VeronicaREF.GetInSameCell player && VeronicaREF.GetDistance player < 1500) set VMS18.nHumanFollowers to VMS18.nHumanFollowers + 1 endif if (VNPCFollowers.ArcadeHired && ArcadeREF.GetInSameCell player && ArcadeREF.GetDistance player < 1500) set VMS18.nHumanFollowers to VMS18.nHumanFollowers + 1 endif
; If Pacer is goo or ash, don't say anything if VFSPacerREF.IsInCriticalStage DisintegrateEnd || VFSPacerREF.IsInCriticalStage GooEnd ; Skip to end sequence set VFSSimonREF.SimonState to 5 VFSSimonREF.evp else VFSSimonREF.SayTo player VFSSimonPacerCleanup endif
; If player's not already looking for Keely, give objective to do so if GetObjectiveDisplayed VMS06 30 == 0 && VFreeformVault22.KeelyState == 0 SetObjectiveDisplayed VMS06 30 1 endif
; If the bomber is goo or ash, skip clean up if VFSSilverRushBomberCustomerREF.IsInCriticalStage DisintegrateEnd || VFSSilverRushBomberCustomerREF.IsInCriticalStage GooEnd ; Get Simon back into position set VFSSimonREF.BomberCleanUp to 2 VFSSimonREF.evp ; Start the next sequence set VFSSilverRushPlayerGuardTriggerREF.Timer to 5.0 set VMS29a.GuardState to 11 else ; Make Simon walk to the bomber's corpse set VFSSimonREF.BomberCleanUp to 1 VFSSimonREF.evp endif
; If the objective is currently active and hasn't been completed yet... If GetObjectiveDisplayed VMQHouse2 36 == 1 && GetObjectiveCompleted VMQHouse2 36 == 0 ; Complete the objective SetObjectiveCompleted VMQHouse2 36 1 Endif
; If the player already has Cass, display the objective to bring her ; to Jean-Baptiste so the player knows what's going on if GetObjectiveDisplayed VMS29a 45 == 0 SetObjectiveDisplayed VMS29a 45 1 endif
; If the player has the "Investigating the ghouls" objective open, complete it if GetObjectiveDisplayed VMS01 10 == 1 SetObjectiveCompleted VMS01 10 1 endif ; If the player hasn't talked to Bright yet, tell him to go to Bright if GetStage VMS01 < 20 SetStage VMS01 20 endif
; If the player ran straight to the King after discovering Orris's ; fraud, hide that objective if GetObjectiveCompleted VMS19 20 == 0 SetObjectiveDisplayed VMS19 20 0 endif ; Told the King about Orris's racket setObjectiveCompleted VMS19 30 1 ; Hide the objective to tell the King that Orris is dead SetObjectiveDisplayed VMS19 31 0 ; Get rid of Orris and his men VFSOrrisREF.disable VFSOrrisREF.MarkForDelete VFSOrrisThug01REF.disable VFSOrrisThug01REF.MarkForDelete VFSOrrisThug02REF.disable VFSOrrisThug02REF.MarkForDelete VFSOrrisThug03REF.disable VFSOrrisThug03REF.MarkForDelete VFSOrrisThug04REF.disable VFSOrrisThug04REF.MarkForDelete
; If the player ran straight to the King after discovering Orris's ; fraud, hide that objective if GetObjectiveCompleted VMS19 20 == 0 SetObjectiveDisplayed VMS19 20 0 endif ; Told the King about Orris's racket setObjectiveCompleted VMS19 31 1
; if we have the quest, update the rangefinder acquisition objective ; and show the one to enable ARCHIMEDES II if (GetObjectiveDisplayed VMS49 20) ; if we were looking for the rangefinder but didn't have the last objective ; we can display it now and let the player bypass 30-50 if (GetObjectiveDisplayed VMS49 30) SetObjectiveDisplayed VMS49 60 1; endif SetObjectiveCompleted VMS49 60 1 SetObjectiveDisplayed VMS49 70 1 endif ; if ARCHIMEDES II is enabled, show the objective to return to the ; elder, complete the enable objective. if (VMS03.nPowerConfiguration == 4) SetObjectiveCompleted VMS49 70 1 SetObjectiveDisplayed VMS49 80 1 endif Player.RemoveItem Caps001 20 VMS49MaxREF.RemoveItem WeapNVEuclidsCFinder 1 Player.AddItem WeapNVEuclidsCFinder 1
; if we have the quest, update the rangefinder acquisition objective ; and show the one to enable ARCHIMEDES II if (GetObjectiveDisplayed VMS49 20) ; if we were looking for the rangefinder but didn't have the last objective ; we can display it now and let the player bypass 30-50 if (GetObjectiveDisplayed VMS49 30) SetObjectiveDisplayed VMS49 60 1; endif SetObjectiveCompleted VMS49 60 1 SetObjectiveDisplayed VMS49 70 1 endif ; if ARCHIMEDES II is enabled, show the objective to return to the ; elder, complete the enable objective. if (VMS03.nPowerConfiguration == 4) SetObjectiveCompleted VMS49 70 1 SetObjectiveDisplayed VMS49 80 1 endif Player.RemoveItem Caps001 1000 VMS49MaxREF.RemoveItem WeapNVEuclidsCFinder 1 Player.AddItem WeapNVEuclidsCFinder 1
; if we have the quest, update the rangefinder acquisition objective ; and show the one to enable ARCHIMEDES II if (GetObjectiveDisplayed VMS49 20) ; if we were looking for the rangefinder but didn't have the last objective ; we can display it now and let the player bypass 30-50 if (GetObjectiveDisplayed VMS49 30) SetObjectiveDisplayed VMS49 60 1; endif SetObjectiveCompleted VMS49 60 1 SetObjectiveDisplayed VMS49 70 1 endif ; if ARCHIMEDES II is enabled, show the objective to return to the ; elder, complete the enable objective. if (VMS03.nPowerConfiguration == 4) SetObjectiveCompleted VMS49 70 1 SetObjectiveDisplayed VMS49 80 1 endif VMS49MaxREF.RemoveItem WeapNVEuclidsCFinder 1 Player.AddItem WeapNVEuclidsCFinder 1
; In the Shadow of the Valley
; Increase player NCR rep for completing task AddReputation RepNVNCR 1 2 ; Set flag so dialog continues set VFreeformHooverDam.ReportedHouse to 1
; Increase player NCR rep for completing task AddReputation RepNVNCR 1 2 ; Set flag so dialog continues set VFreeformHooverDam.ReportedHouse to 1
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Increment the number of rumors Rotface has told you set VFSRotfaceREF.RumorCount to VFSRotfaceREF.RumorCount + 1 ; Remove the appropriate amount of caps if VFSRotfaceREF.RotfaceState == 0 player.removeitem caps001 1 elseif VFSRotfaceREF.RotfaceState == 1 player.removeitem caps001 10 elseif VFSRotfaceREF.RotfaceState == 2 player.removeitem caps001 100 endif
; Initialize vars set VFreeformSSHQ.CardNumber to 0 set VFreeformSSHQ.PlayerTotal to 0 set VFreeformSSHQ.FestusTotal to 0 set VFreeformSSHQ.PlayerDistance to 21 set VFreeformSSHQ.FestusDistance to 21 set VFreeformSSHQ.PlayerWinning to 0 set VFreeformSSHQ.PlayerHolding to 0 set VFreeformSSHQ.FestusHolding to 0 set VFreeformSSHQ.LuckyHorseshoes to 0 set VFreeformSSHQ.OnesUsed to 0 set VFreeformSSHQ.TwosUsed to 0 set VFreeformSSHQ.ThreesUsed to 0 set VFreeformSSHQ.FoursUsed to 0 set VFreeformSSHQ.FivesUsed to 0 set VFreeformSSHQ.SixesUsed to 0 set VFreeformSSHQ.SevensUsed to 0 set VFreeformSSHQ.EightsUsed to 0 set VFreeformSSHQ.NinesUsed to 0 set VFreeformSSHQ.TensUsed to 0 ; Choose card to draw ; Choose a number between 1.0 and 10.9, since ints get floored set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 ; If the chosen card's been used four times, pick another if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif ; Check again to be really, really sure if VFreeformSSHQ.CardNumber == 1 if VFreeformSSHQ.OnesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 2 if VFreeformSSHQ.TwosUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 3 if VFreeformSSHQ.ThreesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 4 if VFreeformSSHQ.FoursUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 5 if VFreeformSSHQ.FivesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 6 if VFreeformSSHQ.SixesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 7 if VFreeformSSHQ.SevensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 8 if VFreeformSSHQ.EightsUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 9 if VFreeformSSHQ.NinesUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif elseif VFreeformSSHQ.CardNumber == 10 if VFreeformSSHQ.TensUsed == 4 set VFreeformSSHQ.CardNumber to 1 + GetRandomPercent * 0.1 endif endif
; It's A Sin To Tell A Lie
; Jean-Baptiste and the Van Graffs attack! VFSJeanBaptisteCuttingREF.StartCombat player SetEnemy VanGraffFaction PlayerFaction
; Jean-Baptiste and the Van Graffs attack! VFSJeanBaptisteCuttingREF.StartCombat player SetEnemy VanGraffFaction PlayerFaction
; Jean-Baptiste and the Van Graffs attack! VFSJeanBaptisteCuttingREF.StartCombat player SetEnemy VanGraffFaction PlayerFaction
; Jean-Baptiste goes to get the "volunteer" set VFSJeanBaptisteCuttingREF.Timer to 2.0 set VFSJeanBaptisteCuttingREF.GettingVolunteer to 1
; Jean-Baptiste shoots set VFSJeanBaptisteCuttingREF.Timer to 0.5 set VFSJeanBaptisteCuttingREF.ShootingVolunteer to 1
; Jean-Baptiste slags Cass ;VFSJeanBaptisteCuttingREF.AddScriptPackage VFSJeanBaptisteShootsCassPackage ;VFSJeanBaptisteCuttingREF.StartConversation RoseOfSharonCassidyREF VFSJeanBaptisteGreetsCass VFSJeanBaptisteCuttingREF.AddScriptPackage VFSJeanBaptisteTalksToCassPackage ; Disable player controls so player can't run away with ; Jean-Baptiste chasing him/her DisablePlayerControls
; Jean-Baptiste slags Cass, then attacks player set VMS29a.JeanBaptistePissed to 1 ;VFSJeanBaptisteCuttingREF.AddScriptPackage VFSJeanBaptisteShootsCassPackage ;VFSJeanBaptisteCuttingREF.StartConversation RoseOfSharonCassidyREF VFSJeanBaptisteGreetsCass ;VFSJeanBaptisteCuttingREF.AddScriptPackage VFSJeanBaptisteTalksToCassPackage ; Fail quest SetStage VMS29a 200 ; Make Van Graffs attack SetEnemy VanGraffFaction PlayerFaction
; Johnny Guitar
; JSH 11.05.10 - Teleport all the ED-Es to Nash's house in Primm. EDE1REF.MoveToMarkerWithFade EDEHomeMarker EDE2REF.MoveToMarkerWithFade EDEHomeMarker EDE3REF.MoveToMarkerWithFade EDEHomeMarker
; JSH 11.05.10 - Teleport Cass back to Mojave Outpost RoseofSharonCassidyREF.MoveToMarkerWithFade CassHomeMarkerREF
; JSH 11.05.10 - Teleport Cass back to Mojave Outpost RoseofSharonCassidyREF.MoveToMarkerWithFade CassHomeMarkerREF
; JSH 11.05.10 - Teleport Lily back to Jacobstown LilyREF.MoveToMarkerWithFade LilyJacobstownMarker
; JSH 11.05.10 - Teleport Raul to his shack. RaulREF.MoveToMarkerWithFade RaulsHouseXMarkerREF
; JSH 11.05.10 - Teleport Veronica back to 188. VeronicaREF.MoveToMarkerWithFade VeronicaHomeMarkerREF
; JSH 8/6 - Player has previously killed Pacer and the King if (GetObjectiveDisplayed VMS29 91) SetObjectiveCompleted VMS29 91 1 endif
; JSH 8/9 - Moved here so player can't avoid it SetObjectiveCompleted VMS19 60 1 SetObjectiveDisplayed VMS19 65 1
; Julie Farkas asks that you discover the reason ; behind the attacks setObjectiveDisplayed VMS19 71 1
; karma player.RewardKarma -25
; Keely repairs the elevator for you set VFreeformVault22.ElevatorRepaired to 1 ; Set up Keely's move to level 2 set VFreeformVault22.KeelyTeleporting to 1 set VFreeformVault22.KeelyState to 4 ; Slow Keely down again KeelyREF.setav speedmult 100 ; Close and lock door to entrance V22aOpeningAreaDoor.setopenstate 0 V22aOpeningAreaDoor.lock 255
; Keely's dead, but turned in notes, get a little xp set VFreeformVault22.KeelyState to 10 player.rewardxp 400
; Knock out the Decanus and his two flunkies VFSLegionWarehouseDecanusREF.DamageAV Fatigue 10000 VFSLegionWarehouseVeteran02REF.DamageAV Fatigue 10000 VFSLegionWarehouseVeteran03REF.DamageAV Fatigue 10000 ; Have them all start combat so you don't get the talk prompt VFSLegionWarehouseDecanusREF.StartCombat player VFSLegionWarehouseVeteran02REF.StartCombat player VFSLegionWarehouseVeteran03REF.StartCombat player ; Set flag so GameMode script in VFSWarehouseGovernorScript ; continues damaging their fatigue so they don't get back up set VFSWarehouseGovernorREF.LegionGuysKnockedOut to 1 ; Make Gloria say her line VFSGloriaVanGraffREF.Say VFSGloriaKillThemAll




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