Flipflop, I haven't looked at the mod but it doesn't look like it does trigger at quest end -- you just install/enable the correct follow-on manually after you finished each quest.
The way you could do it is to add the new items to the cell but mark each as Initially Disabled. Also add clones of the items that you want moved at their target locations and have them start disabled as well. Then, in the result scripts of the successful quest stage(s) for that quest, add code to disable the items you want to move or remove and enable the new items.
By the look of it, what the mod is trying to do is add positive changes to the wasteland based on the quests that the player completes. Such as having Moira sell copies of her Survival Guide she has made based on the player completing that quest for her, and the Brahmin returning to Arefu after completing the quest to deal with the Family, as they are no longer being killed off by the Family. Correct?
What would make this mod perfect is if they were made into quests that would take effect after the related quests are finished. For example, with Moria's books, after the Wasteland Survival Guide quest is complete, after one week in the game has past when you enter Craterside Supply you will see a counter space added to the shop, stocked with all the newly printed Wasteland Survival Guides set up for sale. That would make this mod way more immersive and I would not have to activate the mod in the middle of my game play, which could possibly corrupt my game save in the process.
Great idea man! I keep fixing and giving robots to big town, arefu to protect them since my character is a kid genius. This just makes it even better. Keep these up!
The shack where the Brahmin are at in Arefu needs an interior. Pre-quest all tore up with nobody in it and after the quest is done depending on how you completed the quest have a nicer interior with a rancher and family to take care of the Brahmin.
I see interesting pics but, as with many people, an actual description / explanation is required before I would even consider downloading this mod, thanks.
20 comments
Flipflop
The way you could do it is to add the new items to the cell but mark each as Initially Disabled. Also add clones of the items that you want moved at their target locations and have them start disabled as well. Then, in the result scripts of the successful quest stage(s) for that quest, add code to disable the items you want to move or remove and enable the new items.
This really triggers my ocd
What that guy just said.
I have been working my own version of the citadel after broken steel, but i don't know how to make it work after quest stages. how do you do that ?
thanks for the mod, downloading right now.