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
The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com
Capital Wasteland / Mojave leave scripts
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
Yossarian
- Posts: 73
- Joined: Sun Oct 27, 2013 7:56 pm
Re: Capital Wasteland / Mojave leave scripts
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.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Capital Wasteland / Mojave leave scripts
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.

-
Yossarian
- Posts: 73
- Joined: Sun Oct 27, 2013 7:56 pm
Re: Capital Wasteland / Mojave leave scripts
Wow that's pretty neat. How about custom worldspaces? Are they threated as Mojave, DC or none of it?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108