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MarkB50K Wasteland Patrols

General mod discussion and requests.
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Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

MarkB50K Wasteland Patrols

Post by Obdulio » Sun Feb 15, 2015 5:46 am

MarkB50K Wasteland Patrols by markb50k


Adds a Quest that randomly adds spawns to the wasteland as you are travelling through the Wasteland worldspace...



Can produce one of the following every (GLOBAL VALUE: mbQuestSpawnInterval, default=200) seconds



1. Vertibird Patrol - creates a vertibird that lands, drops off two Enclave Troops, and supports them with bombing runs and reinforcements.

2. NPC vs NPC battle - creates 1+ groups of NPCs

3. NPC vs Creature battle - creates 1+ groups of NPCs and Creatures

4. Creature vs Creature battle - creates 1+ groups of Creatures

5. Single Patrol Group





Possible NPC types (all of these groups will have a random patrol target, meaning they will travel to one of the Map Markers in the game):



Enclave

Raider

BoS

Outcast

Talon

Chinese Remnant

Super Mutant

Bandit (Point Lookout Smuggler)

Tribal

Wastelander

Wastelander Ghoul

Hunter

Slaver

Regulator





Creature types (will just wander around their area, no patrol package)



All wasteland creatures

Super Mutants

Robots (Army, Talon, BoS, Outcast, Enclave)

Swampfolk

Trogs





MOD does not change any levelled lists so you will keep your vanilla difficulty (except the fact that you may get Enclave patrols early)



Enclave Vertibirds will only show up after Waters of Life quest


http://www.nexusmods.com/fallout3/mods/11729/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fcomments%2F%3Fmod_id%3D11729%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D189513&pUp=1


 


This sounds really friggin awesome!  I imagine that a conversation of this would take more then simply running the script. I'd like to throw in a request for this mod if anyone with the skill it kind enough.


UPDATE: I ran the conversation script myself but I don't see any of the patrols, I'm assuming I would have to dig in deeper to get this working. Anyone have any idea where to start?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

The mod uses FOSE, you need

Post by RoyBatty » Sat Mar 07, 2015 6:27 pm

The mod uses FOSE, you need to recompile the scripts it has with GECK. Use my video as a guide. I recommend you install and use GECK PowerUP Fork so that you can be told if there is any script errors.


 


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Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Alright so pretty much all a

Post by Obdulio » Thu Mar 19, 2015 4:13 pm

Sorry for Nercoing this post but I've been busy with work and I've finally gotten a chance to do this.


Alright so pretty much all a scripts save correctly except for 2 and they both have the same 2 errors.


 


" Syntax Error. Unknown command 'ListGetCount '


and


" Syntax Error. Missing expression in set command. "


 


I assume i have to change those lines to their new NVSE verison but I'm not sure what they are. Can anyone help?


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Pastebin the scripts and link

Post by TJ » Thu Mar 19, 2015 4:38 pm

Pastebin the scripts and link them here.


My project Dash is on Kickstarter!



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The missing in set is because

Post by Gribbleshnibit8 » Thu Mar 19, 2015 5:03 pm

The missing in set is because listgetcount didn't compile. Not sure why it wouldn't since that's in NVSE. I won't speculate more without seeing the scripts, but make sure you launch GECK with NVSE.

Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Using "GECK Powered UP 1 4"

Post by Obdulio » Thu Mar 19, 2015 5:10 pm

Using "GECK Powered UP 1 4" If i remember right that uses NVSE.


mbRandomVertibirdPatrolQuestScript


mbNPCSpawnScript


Edit: Was nothing ever discovered with the scripts? From what I've looked up using GECK Powered UP 1.4 it should be using NVSE.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

You have to actually tell the

Post by TJ » Thu Apr 02, 2015 4:58 pm

You have to actually tell the geck to use NVSE. Create a shortcut that points to FNV\nvse_loader.exe -editor


My project Dash is on Kickstarter!



Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Alright I applied -editor to

Post by Obdulio » Thu Apr 02, 2015 6:02 pm

Alright I applied -editor to nvse, and it saved the scripts.  Now to play and see if the patrols spawn in.


 


UPDATE: Sorry for not replying in a such a long time i've been very busy with work, hopefully someone might get back to me.


Well after playing abit after following the instructions it seems like the patrols are not spawning in i have yet to see any of the mention npcs or battles take place. Perhaps the scripts are incompatible with NVSE?



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