Repeatable Enemy Raids, Additional Locations. Game: Fallout 3This time I'm going to put a boss into one of the Metro tunnels. Let's go for FriendshipMetro02. This is the tunnel which comes
after the one Moira sends us into, when she's trying to get us to test her stupid mole rat repellant stick. The place is populated by ghouls, so I'm going to drop a Glowing One into one of the tunnel's restrooms.
OBJECT window > Items > Misc Item1a). Edit the previous Metro ticket. Here is how I'm going to edit it for my game. Since the boss I'm adding is going to be a Glowing One type of ghoul, he's going to be known as "the Glower".
ID: aaaFriendshipMetroTicket
Name: Kill Glower of Friendship Tunnel 2
1b). Copy the ID name and paste it onto a Text file or Wordpad file.
1c). Click OK, saving as a New Form.
Cell View window2). Find the location where the enemy boss will get added. Again, in my game this is FriendshipMetro02, somewhat towards the end of one of its branches, where the restrooms are.
Since I'm editing a creature this time (rather than an NPC) and I've never outlined how to set one of these up, here's the quick way. There are specific templates for ghouls, but a template is not needed. For those of you who wish to just make an NPC, and use the previous template to set him or her up quickly, have a look at steps 5b through 6a in the above tutorial.
Anyway, to make a quick ghoul, check this out.
Object window > Actors > Creature3a). Find CFeralGhoulGlowingOne and right-click > Edit it.
ID: aaaFriendshipMetroGlowingOne
Name: Glower of Friendship Metro
No low level processing: OFF
Respawn: ON
Allow PC Dialog: ON
STATS tab
PC Level Mult: On
Level Mult: .25
AI PACKAGES tab: Remove the DefaultPatrolCasual package.
Level Mult(iplier) is set to 0.25, which means the glowing bastard levels up 1/4 as much as the Player-Character does. I tried using 1.00 but this was ridiculously tough. By default Glowing Ones are Level 11 I think. 3b). Click OK, closing the Creature panel, saving as a New Form.
3c). Drop the boss into the Render window.
3d). Give the boss a Reference ID. Copy this ID and paste it somewhere. I just typed aaaFriendshipMetroGlowingOneRef.
3e).Make sure to toggle
Persistent Reference on.
This time, I'm also going to try something new, which is to toggle
Initially Disabled on. Reason is, there are times when one of my guys or gals might just want to pass through this tunnel as they head on to one of the locations outside of Friendship Metro Exterior. And it would get a bit unrealistic (and also annoying) if the
Glowing One is always there, even if the Friendship mission has not been chosen.
3f). Click Edit Base. Start a script like so...
Scriptname aaaFrienshipMetroGlowingOneScript
Short Dead3g). Save that script, close the editor, click OK 2x (closing the Creature and Reference panels) and reopen them. Find the script in the Script scroll-bar, click OK, and reopen.
-------------------------------------------------------
Scriptname aaaFrienshipMetroGlowingOneScript
Short Dead
Begin OnDeath
If (aaaFriendshipMetroGlowingOneRef.dead == 1)
Set aaaFriendshipMetroGlowingOneRef.dead to 2
Set aaaGenericWastelandQuests.DoOnce to 2
EndIf
End--------------------------------------------------
Save and close.
Object window > Actor Data > Quest4a). Open the quest started up above, and select the Quest Objectives tab. Right-click > New into the top (Objective Index) window. There should already be two other objectives so far. Only one additional objective is needed.
Index: 3
Display Text: Pwn the boss of Friendship Metro Station #2.
4b). Go to the Topics tab. The same initial GREETING and initial topic are already set up. Click on the initial topic (aaaWastelandMissions).
4c). Right-click > Add Topic into the Choices window, and right-click > New into the Select Topic window. aaaFriendshipMetroTopic is going in my game. Click OK.
4d). Right-click > New the new topic in the left-most window.
4e). Topic Text: Change the Topic Text to something in plain wording (Friendship Metro Tunnel #2) and click OK.
4f). Save. Reopen the Quest panel.
4g). Right-click > New into the Info window.
Response Text: Long ago before the bombs dropped, Metro tunnels were used as daily transport for the masses.
Now they're inhabited by ghouls! And in this particular tunnel, a Glowing One has been reported!
I can't emphasize how important it is to rid Glowing Ones from the Wasteland. Top priority, soldier.
Priority:
For this next part, it helps to have the NPC boss in the Render window, so he/she can be easily selected.
Conditions:
GetIsID aaaQuestAgent == 1.00 AND
GetQuestVariable aaaGenericWastelandQuests == 1.00 AND
GetScriptVariable aaaFriendshipMetroGlowingOneRef, Dead == 0.00 AND
GetDisabled, Reference: aaaFriendshipMetroGlowingOneRef == 1.00The Reference for GetDisabled should have the Run on slot changed from Subject to Reference, and then we can simply select the NPC in the window.
4h):Right-click > Copy All those conditions.
4i:
Choices: aaaFriendshipMetroYes and aaaNo.
4j). Right-click > Add Topic into the vertical window and add whatever "yes" topic was just created. In my game: aaaFriendshipMetroYes is the one.
Topic Text: Leave this just as it is (aaaFriendshipMetroYes) since Prompt is being used for the clickable topic.
Response Text: Grreat. We'll be looking forward to hearing this glowing menace has been defeated.
Job pays 500 caps, standard contract. Here's some Rad-X, you'll probably need it.
I'll mark the nearest location on your map.
Prompt: It'll soon be "lights out" for that Glower of a ghoul.
Conditions: Paste the same conditions just copied, but remove the GetDisabled...
GetIsID aaaQuestAgent == 1.00 AND
GetScriptVariable aaaFriendshipMetroGlowingOneRef, Dead == 0.00 AND Result Script [Begin]:
aaaFriendshipMetroGlowingOneRef.Enable
Set aaaFriendshipMetroGlowingOneRef.dead to 1
SetObjectiveDisplayed aaaGenericWastelandQuests 3 1Result Script [End]:
Player.AddItem aaaFriendshipMetroTicket 1
Player.AddItem RadX 3
ShowMap XNote: In my game, I'm using FriendshipHeightsMapMarkerREF for the Map Marker. Optional, for those who've already been there, or haven't been to this location, yet want to go HARDCORE!!!
4k: Compile that and click OK.
Now, make sure the NPC boss is still in the Render window.
Object window > World Objects > Static5).: Drag an XMarkerHeading into the Render window and give it a Reference ID. I've got aaaFriendshipMetroXMarkerHeading. Copy its name and paste this onto the Notepad. This marker is going to be where the NPC gets teleported to, later on via script. So make sure it's in a spot which is clear of rubble / static items.
Object window > Miscellaneous > Message6a). Right-click > Edit the previous message made for the previous boss.
ID: aaaFriendshipMetroBossDeathMessage (copy/paste this to the Notepad).
Title: Friendship Metro Death Message
Message Text: The Glowing One of Friendship Tunnel has been pwned!
6b). Click OK, saving as a New Form. Save from the main toolbar.
7a). Reopen the NPC's script, either from the pencil icon on the main toolbar, or from the enemy itself.
7b). Add this line somewhere between the If and EndIf statements:
SetObjectiveDisplayed aaaGenericWastelandQuests 3 0
ShowMessage aaaFriendshipMetroBossDeathMessage
SetObjectiveDisplayed aaaGenericWastelandQuests 2 1 Overall, what we've got for the boss's script goes like this...
-------------------------------------------------------
Scriptname aaaFrienshipMetroGlowingOneScript
Short Dead
Begin OnDeath
If (aaaFriendshipMetroGlowingOneRef.dead == 1)
Set aaaFriendshipMetroGlowingOneRef.dead to 2
Set aaaGenericWastelandQuests.DoOnce to 2
SetObjectiveDisplayed aaaGenericWastelandQuests 3 0
ShowMessage aaaFriendshipMetroBossDeathMessage
SetObjectiveDisplayed aaaGenericWastelandQuests 2 1
EndIf
End--------------------------------------------------
7c). Save and close the script, and OK the NPC's panel(s) if needed.
8a). Now return to the quest. Open the new locational topic, which in my game is aaaFriendshipMetroTopic. Copy All its conditions stack. There should be three or four conditions to copy: a GetQuestVariable, GetScriptVariable, GetDead (or GetEnabled), and the GetIsID for the mission giver.
8b). Right-click > New into the Info window.
Response Text: There might be some ghouls in that tunnel, but haven't got word of any Glowing Ones roaming about.
Would you like to see the other problem locations?
Conditions: Paste these...
GetIsID aaaQuestAgent == 1.00 AND
GetQuestVariable aaaGenericWastelandQuests, DoOnce == 1.00 AND
GetScriptVarible aaaFriendshipMetroGlowingOneRef.dead == 3.00 The ScriptVariable is needed this time instead of GetDead, since there's a juggling act between whether the boss is Enabled or not, and whether he/she is dead or not. GetDisabled can get tricky to use, since the main script is going to disable the enemy in a few...
However, if the enemy did not start as Initially Disabled and GetDead was previously used, GetDead can be substituted now. Make sure to make the Comparison == 1.00 instead of != 1.00 though. 8c). Find any previous locational topics (so for me, this is aaaSpringvaleSchoolTopic). Find the "Good news, the enemy has not returned" response (this should be the second topic in the Info window).
8d). Add the new location into the Choices window and right-click > Copy All the stack. So, for those who are strictly following these tutorials, there should now be two locational topics in the Choices window.
aaaFriendshipMetroTopic
aaaNo
8e). Return to the new locational topic (Friendship Metro in my GECK) and click on the second response. "There might be some ghouls in that tunnel, but good news is the Glowing One has not returned...."
Paste the Choices stack copied from step 8d into the Choices window, but remove aaaFriendshipMetroTopic. How convenient. Now add aaaSpringvaleSchoolTopic.
-- That was a bit clumsy. But as more and more locations get added, pasting the locations into Choices makes the job somewhat easier than was found in the TES4 Construction Set. We still need to make sure the right locations get added into the right Choices windows, and the wrong ones get excluded. Basically, whichever location we're working with, in which the boss has NOT respawned, should have all the
other locations (plus aaaNo) in its Choices window.
Hope that made sense.
9a).: Select the Reward topic, and right-click > New into the Info window.
Response Text: You were able to get rid of the Glowing One in the Metro, here are your caps.
Prompt: The Glower of the Friendship tunnel #2 is no longer alight.
Conditions:
GetIsID aaaQuestAgent == 1.00 AND
GetScriptVariable aaaFriendshipMetroGlowingOneRef, Dead == 2.00Toggle Goodbye on.
Result Script [Begin]:
Set aaaGenericWastelandQuests to 0
Player.RemoveItem aaaFriendshipMetroTicket 1
SetObjectiveDisplayed aaaGenericWastelandQuests 2 0Result Script [End]:
Set aaaFriendshipMetroGlowingOneRef.dead to 3
aaaFriendshipMetroGlowingOneRef.Disable
Player.AddItem F 500
RewardXP 10--------
9b). Click OK, closing the quest window, and save. And now to finish up the main script. For anybody who's made one of these repeatable quests for Oblivion, you'll be familiar with the timer script to come.
10a). Here's what the main script looks like so far...
====================================
Scriptname aaaGenericWastelandQuestScript
short DoOnce
short Timer1
short StartDay1
Begin GameMode
;----------------------------------
;This section pertains to the boss of Springvale Elementary
If (Timer1 == 0)
If (aaaSpringvaleSchoolBossBossRef.Dead == 3)
Set StartDay1 to GameDaysPassed
Set Timer1 to 1
EndIf
EndIf
If (Timer1 == 1)
If ((GameDaysPassed - StartDay1) >= 3)
Set Timer1 to 0
Set aaaSpringvaleSchoolBossRef.Dead to 0
aaaSpringvaleSchoolBossRef.MoveTo aaaSpringvaleSchoolXMarkerHeading
EndIf
EndIf
End========================================
10b). At the top of the script, right under "short DoOnce" and above "Begin GameMode", add
short Timer2
short StartDay210c). Save and close the script. Click OK, closing the Quest panel. Reopen it.
10d). Copy everything between the first If and final EndIf statements. So, I'm copying this...
If (Timer1 == 0)
If (aaaSpringvaleSchoolBossBossRef.Dead == 3)
Set StartDay1 to GameDaysPassed
Set Timer1 to 1
EndIf
EndIf
If (Timer1 == 1)
If ((GameDaysPassed - StartDay1) >= 3)
Set Timer1 to 0
Set aaaSpringvaleSchoolBossRef.Dead to 0
aaaSpringvaleSchoolBossRef.MoveTo aaaSpringvaleSchoolXMarkerHeading
EndIf
EndIf10e). Paste all of that text below the final EndIf, but above End
Now, make the following changes, so it'll look something like this...
If (Timer2 == 0)
If (aaaFriendshipMetroGlowingOneRef.dead == 3)
Set StartDay2 to GameDaysPassed
Set Timer2 to 1
EndIf
EndIf
If (Timer2 == 1)
If ((GameDaysPassed - StartDay2) >= 3)
Set Timer1 to 0
Set aaaFriendshipMetroGlowingOneRef.dead to 0
aaaFriendshipMetroGlowingOneRef.MoveTo aaaFriendshipMetroXMarkerHeading
EndIf
EndIf
Overall, the main script should now look something like....
========================================
Scriptname aaaGenericWastelandQuestScript
short DoOnce
short Timer1
short StartDay1
short Timer2
short StartDay2
Begin GameMode
;----------------------------------
;This section pertains to the boss of Springvale Elementary
If (Timer1 == 0)
If (aaaSpringvaleSchoolBossBossRef.Dead == 3)
Set StartDay1 to GameDaysPassed
Set Timer1 to 1
EndIf
EndIf
If (Timer1 == 1)
If ((GameDaysPassed - StartDay1) >= 3)
Set Timer1 to 0
Set aaaSpringvaleSchoolBossRef.Dead to 0
aaaSpringvaleSchoolBossRef.MoveTo aaaSpringvaleSchoolXMarkerHeading
EndIf
EndIf
;----------------------------------------
;This section pertains to the Glower of Friendship Metro Tunnel #2
If (Timer2 == 0)
If (aaaFriendshipMetroGlowingOneRef.dead == 3)
Set StartDay2 to GameDaysPassed
Set Timer2 to 1
EndIf
EndIf
If (Timer2 == 1)
If ((GameDaysPassed - StartDay2) >= 3)
Set Timer2 to 0
Set aaaFriendshipMetroGlowingOneRef.dead to 0
aaaFriendshipMetroGlowingOneRef.MoveTo aaaFriendshipMetroXMarkerHeading
EndIf
EndIf
EndThis post has been edited by Renee: Apr 7 2024, 07:45 PM