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Capital Wasteland / Mojave leave scripts

General modding guides and authoring tutorials.
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Yossarian
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Joined: Sun Oct 27, 2013 7:56 pm

Capital Wasteland / Mojave leave scripts

Post by Yossarian » Mon Nov 19, 2018 1:16 pm

Hi,

I would like to update my mod Vertibird Explorer to the 3.2 version, however, I'm not sure what leave/enter script-lines are mandatory if you for example travel between FNV and F3. What leave scripts should be running on every travel? I know, info can be found in the ESM, but I would like to double check, to make sure nothing is missed.

Regards

Yoss

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RoyBatty
Gary
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Re: Capital Wasteland / Mojave leave scripts

Post by RoyBatty » Mon Nov 19, 2018 1:35 pm

I don't know what you mean by leave scripts?
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Yossarian
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Joined: Sun Oct 27, 2013 7:56 pm

Re: Capital Wasteland / Mojave leave scripts

Post by Yossarian » Mon Nov 19, 2018 1:48 pm

Well, I know for example, that FNV DLCs normally disable the radios and the Legion/NCR Headhunter Quests along with a few other things, I'm sure there is something similar for Fallout 3. Or maybe some more variables established by TTW, that are important to determine, if the player is in Capital Wasteland or Mojave.

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RoyBatty
Gary
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Re: Capital Wasteland / Mojave leave scripts

Post by RoyBatty » Tue Nov 20, 2018 12:31 am

There is a wasteland monitor, it handles this stuff. When you travel the only thing you need to handle is setting the last door used via script command to make the map update to the correct wasteland.
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Yossarian
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Joined: Sun Oct 27, 2013 7:56 pm

Re: Capital Wasteland / Mojave leave scripts

Post by Yossarian » Tue Nov 20, 2018 7:51 pm

Wow that's pretty neat. How about custom worldspaces? Are they threated as Mojave, DC or none of it?

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RoyBatty
Gary
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Re: Capital Wasteland / Mojave leave scripts

Post by RoyBatty » Tue Nov 20, 2018 10:47 pm

currently whatever worldspace you were last in.
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