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 GECK Help: Quest Mod Startup

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Spifferino

Spifferino

Posts : 174
Join date : 2016-02-29
Age : 24
Location : Canada

Character sheet
Name: Spifferino
Faction: Brotherhood
Level: 30

GECK Help: Quest Mod Startup Empty
PostSubject: GECK Help: Quest Mod Startup   GECK Help: Quest Mod Startup EmptyWed Mar 02, 2016 4:32 am

Hello. So, I'm making an EXTREMELY small quest mod based around you getting revenge for a dead man. I'm wanting to make it so that the quest triggers when you pick up his Holotape/note. I've searched a little on Google but I can't seen to find the answer I'm looking for. The quest would trigger once you obtained the Holotape, and you would then be sent on a small journey to kill the raider who wronged the dead mans family. I've got most of the other scripting figured out, but what I've having troubles with is getting the quest to start as soon as you pick up the Holotape. If anyone knows how to do this, or what the script is, it'd be quite useful. Thanks in advance.

GECK Help: Quest Mod Startup Dead10

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tgspy

tgspy

Posts : 334
Join date : 2015-06-20
Age : 25
Location : Victoria, Australia

Character sheet
Name: Intern John
Faction: Frontier NCR Regiment
Level: 5

GECK Help: Quest Mod Startup Empty
PostSubject: Re: GECK Help: Quest Mod Startup   GECK Help: Quest Mod Startup EmptyWed Mar 02, 2016 11:01 pm

All you need to do is write a script for the holotape that says :
Begin OnAdd player
setstage (Of the quest)




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Writer on the Fallout Intensive Project, which aims to bring the Fallout story to the UK.
Bug Tester, Interior Creator, Designer and Decorator on the Frontier Mod
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