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This is a stand alone mod contains Enclave Commander 090 and Vertibird interior but features more "ingrained lore elements" such as achievements in certain stages to have access to Brotherhood, the Outcast or Reilly's Rangers. You get the radio to command a squad or call airstrikes from the mysterious Commander Saline in the Natural History Mu

Permissions and credits
Name: Enclave Commander 090 - NoFreeRide STAND ALONE
Version: 1.8
Date: 05/04/2013
Author: J3x / zhangweizheng3 / SteamNexus edited

EnclaveCommander-NoFreeRide.esm

http://www.fallout3nexus.com/downloads/file.php?id=15462

Requires-Broken Steel, Anchorage
FOSE http://fose.silverlock.org/

See version update history for changes.

This mod is the is Enclave Commander .090 except reproducable CTDs have been removed, it costs you bottlecaps to call trooper squads and airstrikes, some Soldier faction changes and more.

With a holotext tape you found, your PipBoy now loads the quest pointing to "Commander Saline" in the Natural History Museum. She will sell you the Enclave Commander Radio radio and share a little bit of a story about the Wasteland Legionnaire Contiuum, that mercenary organization which works in conjunction with some of the regional powers to be at your beck and call; for a most reasonable fee. Call troops to do mayhem and use the vertibird as your personal flying storage container and crib. Purchase access for only 2000 bottle caps, Commander Saline will happily get you set up!

Additional features include the vertibird pilot selling rare and unusual items and a "hololetter of condolence " for the fallen, a welcome option to the cap lush Wasteland Wanderer who cannot find enough ways to spend his booty.

This is a stand alone mod contains Enclave Commander 090 and Vertibird interior merged and features more "ingrained lore elements" such as when you get achievements in certain quest stages of the main game, you have access to Brotherhood, the Outcast or Reilly's Rangers.

Both an economic add-on and also a bugfix update to Enclave Commander .090 for people who had CTDs when fighting power suited NPCs with their Enclave Commander troops, your squad can be either the Enclave Prospect forces, Brotherhood, the Outcast or Reilly's Rangers.

This mod used as a base zhangweizheng3's excellent Enclave Commander 090 - Vertibird Interior. That file contains full Enclave Commander, which, has graciously given permission to merge into this Enclave Commander-no free Ride mod. If you wish to have ALL the services of Enclave Commander available right away, FREE, Enclave Professionals (no mixed uniforms /weapons like Enclave Trainee Prospects; but at this tie no bugfixes either), that mod is here: http://www.fallout3nexus.com/downloads/file.php?id=15329 EnclaveCommander-Steel.esm.

Install:
drag / copyEnclaveCommander-NoFreeRide.esm OR Esp to the data folder (may be C:\Program Files\Bethesda Softworks\Fallout 3\Data)
insure checked in FOMM (Fallout Mod Manger)
Textures and meshes must also be placed in the data folder, (no files are actually overwritten unless you have a previous version).
PLAY.

Economic

Enclave Commander is one of the ULTIMATE in cheat mods. Continue calling in the troops or just keep blasting with airstrikes until the target folds.

"No free ride" means now you must PAY for many of the functions of Enclave Commander.
--First you have to pony up 2000 bottle caps to Commander Saline to get the EC gear.
-- Calling in the troops costs 3000 bottle caps. If you "Return to base" any of the troops, you get back 450 of your caps per each. This means you can get back up 2250 of your original investment. The idea here is to prevent a suicide mission for all your troops each time they are called out.
--Looting your dead troops for their wealth and possessions is no longer possible, they disappear if you try. This is to help prevent from getting rich off of your own peoples still smoking bodies.
--inventory access costs 25 caps, they don't want to lug your stuff around for free!!! You of course can steal all their stuff out of their inventories when into it, but that's not nice. Bear in mind if they die you do not have access to their inventory.
The Vertibird pilot has items for revive / resurrect of dead solders and robots.


-- Calling in airstrikes now costs 100-325 caps each with Orbital strikes costing more (variable).
-- Since there is a cost associated with operating an aircraft-- fuel and repairs; plus the Vertibird can be used as a home, footlocker, storage a nice bed with mint on the pillow etc, I thought it would be polite to tip the pilot on your way out the hatch--75 bottle caps.

The idea is to gouge into that horde of 16000+ bottle caps -- 21 toothed plastic backed stamped steel; and WHAT to spend them on? Enclave Commander NO Free Ride now GIVES you a reason to spend --on WAR!!!If used excessively, those 16000 bottle caps will become 1600 but you'll feel less cheaty and proud of your accomplishments!!!.

When selecting troops, the Enclave Prospects are always available. These are hopefuls who if they can survive enough missions, will be allowed enlist in the Enclave Faction. Anxious for adventure and mayhem, they snatch whatever they can that looks Enclave-like, but uniforms are variable, some items stolen from the cold, dead hands of raiders, no doubt.

--To acquire Reilly's Ranger squads, don their combat armor when making a soldier selection from the Options menu.
--Outcast: complete their tasks, don their armor.
--Brotherhood of Steel squads require more since they are a better troop :
-a) insure a Telsa cannon is in the inventory
-b)You are wearing Brotherhood of Steel Helmet and Armor (since mods may alter that armor with different IDs but same description, the pilot is selling correct Brotherhood of Steel Armor as a failsafe).
-c)Insure you have a mutant blood sample in inventory.


Adversarial Faction members have given a blood oath promise in the tradition of the Entrepreneur Warrior to set aside loyalties and differences in order to provide a needed service for prospective employers. This means your hired solders will even attack their own faction members while under your employ.

For more information, read the EnclaveCommanderORIGINAL ver090-readme.txt included in the archive. Since I only edited the Mod esm file and made changes, the bulk of the work is J3X's , and it is useful to peruse that readme file..

I'm sure smart rats will find a way to "game" the system and avoid paying the caps, but if you are going to do that, WHY download this mod? Just stay with vanilla Enclave Commander. While your at it, hit ~ then type "tgm" and then hit the "enter" key and ~ key again.

If you have to re-purchase radio / gear as you may be updating from an earlier mod or uninstalled and reinstalled the mod , to get fast cash, hit ~ then type player.additem 000000F 2000 and then hit the "enter" key and ~ key again. 2000 caps will be in your inventory.

Otherwise, enjoy your exciting, yet, expensive option!!

Prisoners

The Prisoner module has been reworked removing 'additem" from NPC's (the slave collar) and the game no longer CTDs when interacting with power armor captives.

"Transport to prison area" has been removed because if the prisoners were to far away, they reverted to bad behavior, became invulnerable and a general nuisance.

Prisoners once captured can be :
--executed (you're just POL POT) Bad karma added
--given medicine, food, stuffs then released, may get some information, may not, good karma in any case.
--Interrogated--get information salable to "Headquarters" by "interrogating the prisoner. Interrogations may result in valuable information, the prisoner just may attempt escape, or you just may botch the questioning and get bad karma.
--Paw through prisoner belongings, but as part of the deal its prearranged you let them go afterwords. They will disappear into the wilderness, but occasionally one will linger, maybe they have something to tell you?
--Information snagged as the result of interrogations are placed on tape and put in your inventory. Call in the "vertibird transport," enter and use the computer there to transmit the interrogation information. Exit the terminal and you will be paid in bottle caps (yes the terminal is an ATM).

Other changes:

The Protectrons have been increased --level with player starting at 3 to make them more viable if they show up from your soldier selection. Soldiers also level with player starting at 13. Formula may be adjusted in the GECK if it seems to low or high.

================
BUGs
References to the command key refer to the G key. You may choose to have it mapped differently.

This mod runs very stable now. In the original Enclave Commander 090 was getting CTDs every time I fought the Enclave outside with Enclave Commander Soldier NPCs of any type.Other people reported the same problem with fighting ANY of the power armor people. This mod also addresses that issue and the game is very stable. I have an Intel Quad Core and tested extensively and gotten NO CTDs in large battles ie 10 or so of my guys against 5-8 of theirs. (see errata below for more detail).

--Sometimes after interacting with the prisoner, they may not disappear from the game world as they should (largely corrected in 1.5). If you cannot select the NPC with the G key, this means the NPC was not deleted entirely by the game engine. They should vanish eventually.If you want the NPC to disappear right away, save the game and reload, the NPC should be gone. Do not interact otherwise with this NPC as the game may CTD.
--If you have some prisoners, and leave a cell, they may be gone if you return (they ESCAPED).
--avoid killing prisoners outside the Prisoner Interaction Menu. It is not known if they will respawn back with their former AI routine or still be non-hostile to the player because their AI package has not been properly reset. Though there is no harm in this you may have a situation where a normally hostile NPC is friendly to you and also to your enemies (ie an enclave scientist was non hostile to myself and still friendly to the enclave faction checkpoint I was attacking).
--J3X notes in his read me it is a bad idea to enter the vertibird with your solders set to follow you. I have done this on more than one occasion without incident (the soldiers will not follow you in anyway).However, once I returned only to have NO SOLDIERS. To avoid this, before entering the vertibird, set the soldiers to wait else one may have to return to an earlier save to get them back.

--sometimes the G key will stop working. This is more than likely due to single clicking on an object with the G key and leaving the area. Since the game still remembers that action on the object, it is still selected and the G key will no longer work until you return to that object and press the G key on it the second time in order to cancel the action. If you cannot locate that object and forgot where it was: If you loose control of the Command Key (default G), the quest can be reset from inside the game. See Commander Saline for having a Comm rest done She will reset it for you.Enclave Commander will reinitialize its quests and the G key should work again.

--If you resurrect a troop or if they otherwise do not seem to be equipping their stuff, go into their inventory and then exit. This seems to "wake them up." Of course with this mod you spend 25 caps to do this but consider it a small bribe to get them motivated again.

==========================================

Release 1.8
--The introduction to the mod is in classic Fallout 3 style, the discovery of a note and a quest arrow and destination appearing in the Pipboy. Achieve the quest and get a few experience points.

--Prices boosted by approximately 3x for troops and air-strikes (except the carpet bombing which is, in my view, ineffective compared to other options). Especially with the higher prices on the squad, there might be more motivation by the player to keep them alive, resurrecting them with tools sold by the Vertibird Pilot.

--Orbital strikes have greater knock-down capability (for other explosion knock-downs I suggest using something like Explosion Knockdowns http://fallout3.nexusmods.com/mods/6439/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D6439%26preview%3D&pUp=1 ).

--A ticketing system is used to reign in spamming of orbital and air strikes. Tickets are expended when a strike is conducted. No more tickets means one has to wait a day before returning to get more. One can horde their tickets of course, but it requires some effort. One still has to pay, the logic here is even with caps the aircraft and satellites still need time for servicing. Acquiring a squad becomes an attractive option.

--The Chimera tank has been stabilized at 2000hp. Levelling with the player in earlier versions resulted in way too many hitpoints making it almost invulnerable. With 2000 hitpoints the Chimera is still one of the most resilient units in the game, but its huge size and lack of manoeuvrability are drawbacks. Moreover, once destroyed, collateral damage is considerable and the Chimera has no wreckage, it is gone and cannot be recovered.

Playtesting from my horde of caps borne out what others wanted, higher prices for air and orbital strikes and some kind of limitation on them. Orbital strikes also compared favorably to air strikes and so are now more expensive and there are less tickets available for them. Using the Command Key for an orbital strike is fairly consistent for the lower estimated cost, firing generally one missile at a time. Using the EC Radio and placing the marker can randomly fire several missiles at a time against a target, so all your tickets can easily be wiped out as well as up to the highest estimated cost in caps. To have any type of orbital strike capability available, you must have at least 1 ticket and the highest estimated cost of bottle caps in your inventory.

It also makes sense to increase the squad price since in the main game some followers are purchased for around 2000 caps each. As thresholds of player wealth are variable, a note is at the bottom of this readme detailing scripts to change to vary the cap amount in your personal game.
==========================================
Release 1.7a
--Raider bottle bomb emits reliably 1-3 raiders when destroyed.
--Strontium 90 BB Gun knocks back victims futher, MUCH further (hint, give the rifle to your men and see how much fun they have)

==========================================
Release 1.7
Now needs Anchorage in addition to Broken Steel and FOSE, as the Chimera Tank and Gauss Rifle have been added.

--If you loose control of the Command Key (default G), the quest can be reset from inside the game. See Commander Saline for having a Comm rest done She will reset it for you. No need to remove and reinstall the mod. She will also sell you a RESET Comm key for 10 pre-war money. Once the key is in your inventory you can select the reset option from the EC Options menu. This is so aspiring Enclave Commanders do not accidentily press the reset button before they know what it is for! While I have had no issues with items disappearing, it is a good idea to have troops in the same cell as you and any personal gear stowed on the Vertibird transport removed. Your inventory contents should remain unaffected.
--Medical Deluxe Tool runs also on ULTRAJET only. Ultrajet has been taken out as a requirement in the standard medical revival tool and Jet substituted in its place. Jet can be found or purchased in a number of areas around the Wasteland while ultrajet cannot. Commander Saline will trade you, if desired, 4 Jet for 1 ultrajet, after you buy the EC gear from her. The Vertibird pilot also sells revival kits for both soldiers and robots at a very steep price.
--Commander Saline has more dialogue options, one of them could be considered a "cheat," if exploited, it was a way for me to test the module, so I left it in and placed some lore around it as not to disrupt the game world if you wish to use it.
--Encave manual in the Pipboy has some useful console commands if you really need to use them.
--Robots have the ROBOTFACTION added to faction designation, useful in identifying them for some functions.
--The rippersound has been muted. If you want the grating, jangling ripper noise idle back, go to data/sound/fx/wpn/ripper/ and delete the idle folder.
--Your soldiers, unless robots, cheer briefly after the combat ends.
--fixed quantitative error in condition checking for minimum fission battery amount on a robot repair wrench. It checked for 3 but only one was required and one was removed.
--added the removal effect to the spawning raiders from the milk bottle bomb.
--The Chimera Tank has been added as well as the Gauss Rifle to some load orders.
--BUGBOMBS can be purchased from the Vertibird pilot. Throw them and a bug or scorpion appears at the site of the explosion.
--Troop unit selection menu adjusted to make it easier parse the type of soldier being purchased


==========================================
Release 1.6

Added "Commander Saline" in the Natural History Museum to where you can buy the EC radio from and a little bit of a story about the Wasteland Legionnaires, ie WHY someone would hand you a radio to call troops to do mayhem and give access to a flying storage container / crib. You have to buy access to the service, 2000 caps.
Fixed a Brotherhood of Steel and OutCast soldier who had too low of skill for their energy rifles if they should get them.
Enclave Prospects have had their headgear changed to Recon style so they can be identified easier from raiders.


==========================================
Release 1.5a
--Occasionally, prisoners interrogated would take too long to leave allowing the player another "prisoner interaction" with them. This was most often seen if the prisoner had surrendered on top of platform. After interaction, prisoners will "disappear" from the game as they should.
--it is noted prisoners can be pick-pocketed. The player may take advantage of this outside the boundaries and intent of the prisoner interaction menu or simply regard it as a fail safe in case a NPC with a quest item is captured and that item needs to be obtained in order for the quest to continue. Always save before interacting with prisoners.

====================================
Release 1.5
--interrogation reward pyramid re-implemented with a chance to receive 1, 2 or 3 pieces of useful prisoner information. You can then take these and "sell" them to Headquarters.
--Camera requirement removed from Letter of Condolence (script was not always running properly, allowing players to loot their own solder). If you now attempt search of bodies of your fallen, the solder will disappear and the Letter of Condolence automatically added to your inventory (you created it with help from your Pipboy).
--Special effects of .prisoner disappearing due to "fast travel" causes the prisoner to actually disappear from the game without leaving a disabled but not entirely deleted "ghost" image behind.
--in some cases when a prisoner dropped a flash bang or grenade to facilitate escape, 4 or 5 copies of that prisoner would spawn and begin a fight. This has been identified and removed.
--Message to indicate 1000 caps has been accepted and 150 will be returned when surviving soldiers are sent back to base has been properly updated from its previous 500 cap amount (1000 caps were actually being removed but old message stated only 500 cap deposit was taken).

This mod has been tested with the Marts Mutant Mod and also with the ASU save game system. Both continually use FOSE and they seem to work together without nuisance.

However, when RTS Real Time Settler was introduced, it shares the same command key as Enclave Commander. Suggest change Command key to a different letter using the EC- Options found under the Aid section of the inventory..

RTS Settler also makes use of other custom keys mapped on the keyboard and has its own auto save system like ASU and unexpected lockups occurred. With RTS removed, these lockups disappeared. I suggest locating all the custom keys for RTS and writing them down.

It is quite possible RTS without ASU will work (untested) but there are other conflicts with the Brahmin cows because of MMM. RTS seems to work with Enclave Commander No free Ride just fine (use the solders to guard your people while you are away from your village).

It is observed MMM unleashes opponents of varied and ever more dangerous stature whereas RTS settler is akin to watching paint dry as the settlement is being build.I would suggest, depending on playing style, to consider to either forgo RTS or MMM as both are resource intensive( don't run the two together). Moreover, with RTS, one should catalog the FOSE mods and custom keys they use ie Sharing and Caring Companions has a command key as well, selected when one first installs the mod. Since RTS has its own scheme for acquiring villagers, it is suggested one consider removing SCC. Whatever scenario one chooses, Enclave Commander - No Free Ride can be an interesting asset to either.

Untested with other mods such as Fallout Wanderers Edition.

To update mod from any previous version to 1.5

If you just remove the other Enclave Commander files and overwrite, it should work. In play-testing I updated the mod numbers of times on the same few saved games and the changes took effect without losing my stuff in the vertibird. Have a recent saved game such as the vertibird interior created in case you have trouble re-entering it on upgrade.

If the new options are not showing up, use the below method to clean save:

1. call the Vertibird transport:
a. get all your stuff out of the lockers if you have any there (or lose it otherwise),
b.Leave Vertibird save the game, exit
c.uncheck the mods Enclave Commander Steel.esm and Enclave Commander -no free ride in FOMM (both mods may not be present),
d. load game, resave, quit
e.delete the mods Enclave Commander Steel.esm and Enclave Commander -no free ride in FOMM or direct from from data folder
f. add new version of Enclave Commander -no free ride.esm to data folder
g. check the mods Enclave Commander Steel.esm in FOMM,
h.Load last save, Enclave Commander will re-initialize and new features Enclave Commander items will be available. Talk to the vertibird pilot for purchase of new items if wanted.

==========================


Release 1.4
--Fixed where even all prerequisites are met, equipping Outcast armor did not allow a selection of their troop type.

Detailed changes
After some play testing, it was decided the troops were too cheap. They have been increased to 1000 bottle caps to call in, up from 500, 200 a troop, 150 you get back per each if you return them to base. As with the original mod, troops come in squads of 5.

--The Veritibird pilot now sells some unusual items at a most 'reasonable' price. Look over the list and try them out in-game. If you would like to see anything added, to this list drop me a comment and I will look it over. Custom items have to be already operational in a mod and permitted for other use in other mods for inclusion consideration.
--if you "search" any of your dead, they will disappear as usual, but now if you have a camera in your inventory, you will automatically use it to create a brief "hologram letter of condolence." This hololetter can be loaded into the vertibird computer for a chance at compensation for your care and concern.

There is a small chance of the camera breaking after use, so if you have other plans for the camera, do no risk searching your dead (they cannot be looted anyway). To clear the battlefield of your dead automatically without searching, use the command "DOUBLETIME my location," and presumably, your troops would have disposed of the fallen before arriving at your location. NOTE you have to be in the same cell for "DOUBLETIME my location" to work.

Some mods alter the power armor so you cannot change the troop type even though you have all the prerequisites and think you are wearing the correct armor. Or maybe you have some unique faction power armor (Lyons for example will not work). Talk to the vertibird pilot, he has the right items for sale, again at a most "reasonable" price (with respect to rarity mods the power armor will not be available for sale in the list until you have the faction prerequisites).

.

===========================================

Release 1.3

Now a stand alone ESM.
Adds more 'lore" elements to make Enclave Commander No Free Ride a logical part of the game world as the result activities by the Wasteland Legionnaire Continuum. They see to it you obtain the Enclave Command radio and as long as you have the caps, they are willing to supply Enclave Prospects. These apparently are Enclave wannabees who hire on with the Wasteland Legionnaires to gain experience. If they survive, presumably, they will move on to be Enclave trainees. Other factions are also involved with some of their recruits, to include the Reilly's Rangers, but prerequisites are required before they will let you send for them.

===========================================

Release 1.2
Code updated for prisoners to correct a condition where some former prisoner NPCs may still be still non-hostile to the player after re-spawning back into the game. If you run across one of these NPCs and you wish to correct the situation, use the Subdue Baton as described below:

Subdue Baton added to your inventory and is a weapon. If a low health NPC is struck with it they can be "captured." They will assume the position and can be interacted with via the Prisoner Interaction menu accessed by the G command key. This is useful in cases where an NPC is panicked yet is not actually attempting to flee the area. You can strike them with it and mercifully "capture" rather than just kill them (to avoid the situation where they recover and come after you)...NPC's captured and interacted with via the Prisoner Interaction Menu should revert back to their former behavior once respawned.
NOTE: Some players may prefer to use the Mezz or Mesmotron methods (not covered here).

Invulnerable vertibird no longer supported since you can just dismiss it easily with the G key.If you land in a hot-zone, SAVE, immediately, re-enter the vertibird and go elsewhere.
============

UPDATE 1.1
--Fixed CTD when "Confiscate belongings and Release" is used outside in certain circumstances on Enclave prisoners.

===============
Requirements:
===============
Broken Steel
Enclave Commander 090 - Vertibird Interior
ArchiveInvalidation Invalidated
Fallout Script Extender (FOSE)
Fallout Mod Manager (FOMM) or equivalent

===============
Install:
===============
Extract the archive into the Fallout 3\Data folder

===============
Un-Install:
===============
Simple delete files extracted to Fallout3\Data

===============
History:
===============
12/10/2010 - Initial Release

===============
Credits and contact info:
===============
- Credits to J3X, for creating this mod.
- zhangweizheng3 for editing and fixing this mod and for his incredible enclave commander mod
--SteamNexus edited (if commenting on this mods changes, you can contact me here at fallout Nexus)
- You can message J3X at the official Fallout forums as Nib or drop me a message at jex_ mus [at] hotmail [dot] com in relation to original Enclave Commander.
--thanks to yngve91 Stimpak NPC healer implementation which was used as the bases for the revive tool.
http://www.fallout3nexus.com/downloads/file.php?id=4558
--thanks to fcterryb resurrect 1 demo code installed into yngve91's mod above
--thanks
http://www.fallout3nexus.com/downloads/file.php?id=15225
--With thanks to Drayk_Cannon and his The Undressinator and Inventorifier mod, code used to get the Healinator going and its textures
http://fallout3nexus.com/downloads/file.php?id=2786
- Credits to all Fallout modders and player that have contributed with their ideas and solutions.
- Credits to all who have submitted bugs!

Licensing/Legal:
===============
Clone, copy, spread, mutate, merge, and do whatever you want just as long you give appropriate parties credit for their hard work and your mod is released under a similar license! - If not please contact J3x, zhangweizheng3, SteamNexus before you release it.

And if you manage to fix some bug or add a new awesome feature please, let it be included in this mod as well. :)

----------------------------

Mods to fine tune control your soldiers
Not extensively tested, however, but I have not had any problems with these.
[X] Sharing and Caring Companions.esm http://fallout3.nexusmods.com/mods/2399
[X] SCC - Talk to Anyone.esp http://fallout3.nexusmods.com/mods/2399
[X] RemoteControlCompanionsPlus.esphttp://www.fallout3nexus.com/downloads/file.php?id=11444

No more Casper glow in the dark gauss rifles= http://fallout3.nexusmods.com/mods/7513


Errata

J3X mentioned in a very old post he might have thought "additem" was causing CTDs under certain circumstances. In this mod that probably refers to---a token(for Kill tracking) and ear or finger are added to the killed creature /person. With power armor victims in particular, this may cause a reproducible CTD .

Removing the XP parts of the script seems to take care of it. Since it seems odd I get fingers and XP for what my men do (its THEIR kill), I do not mind this omission from the mod.

=============================

>> I would want some prices to be more expensive actually!<<

Here are the scripts altered. Once satisfied check in the messages and change so they line up with your new prices

--J3XVertibirdComMessageAirSupport
--J3XVertibirdRadioBeaconMessage
--J3XDepositPaymentMSG


Scripts to alter for prices
J3XVertibirdStrike02Script

elseif (doOnce == 6)

if (getDestroyed == 1) || (isAnimPlaying FastForward == 0)
;player.additem f 1
disable ;disable the vertibird when it's done playing its backward animation
markfordelete
player.removeitem caps001 100 ; <<<<<<<<<<<



=============================
J3XVertibirdStrike03Script

elseif (doOnce == 5)

if (getDestroyed == 1) || (isAnimPlaying FastLeft == 0)
;player.additem f 1
player.removeitem caps001 125 ; <<<<<<<<<<<<<<
disable


=============================
J3XVertibirdSoldierDisintegrationScript

Begin ScriptEffectStart
if getdead
; cios PlasmaEffect
disable
markfordelete
else
addscriptpackage J3XVertibirdCaptureAI
player.additem caps001 74 ; <<<<<<<<<<<<<<< adds caps for each soldier returned to base
=============================
J3XVertibirdDoorScript
begin onactivate player
if player.isspelltarget J3XVertibirdFlight == 0
set J3XVertibirdMarkerQuest.spawnbird to 0
player.moveto J3XVertbirdTransport

if Player.GetItemCount caps001 >= 25
player.removeitem caps001 25 ; <<<<<<<<<<<<<



=============================
J3XOrbitalStrike02Script


elseif (doOnce == 2)
if (isAnimPlaying Forward == 0)
placeatme J3XOrbitalStrikeExplosion
player.removeitem caps001 75 ; <<<<<<<<<<<<<
=============================
J3XVertibirdTransportScript

elseif (doOnce == 4)
if (timer <= 0)
; Spawn Soldiers!
player.removeitem caps001 500 ; <<<<<<<<<<<<<<<<< squad of 5 soldiers or robots



=============================
J3XVertibirdStrikeScript

elseif (doOnce == 5)

if (getDestroyed == 1) || (isAnimPlaying FastLeft == 0)
;player.additem f 1
player.removeitem caps001 100 ; <<<<<<<<<<<<<<
=============================