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- =====FWE Quest|Scripts======
- aaIntQuest "Intelligence SP fix"
- checks for an intelligence bonus perk; adds it if you don't have it,
- removes it if you have it. and then adds it again.
- no idea what this does. no conflicts.
- ======================================================================
- IntenseTrainingQuest
- when player adds perk, this quest (no script) removes a perk up to perk6.
- this perk lets you add a point to a special skill; it looks like vanilla
- added 10 different perks, this seems like it controls the perks through a
- single quest/script. can keep.
- =======================================================================
- RI - Primary Needs stuff for FWE
- (none of this should conflict with fook)
- RICookingQuest - handles cooking (not sure if cooking is in vanilla)
- no conflicts.
- RIHVendorQuest - adds items to a few vendors via script; then checks
- periodically to see if they need to restock. shouldn't conflict with
- anything.
- RISleepQuest - controls how sleep is handled relative to health, limb
- damage and the need for sleep. no conflicts with fook.
- RIHTSFOSEQuest - displays current thirst, hunger, sleep stats; assuming if
- you have FOSE
- RIHTSMainQuest - The main controller script that sets the parameters for
- all the primary needs. should not conflict.
- RIHTSConfigQuest - quest/script to modify|configure the primary needs
- options.
- no conflicts.
- *****************
- RIWaterFillQuest = fill empty water bottles at any water source. fapfapfap
- KHWaterMenuQuest -
- this quest is called by the RIWaterSource(0-5)Scripts, and those 6 scripts
- are attached to a base effect. So this KHWaterMenuQuest controls the Menu
- when you want to refill a water bottle.
- ******************
- KHPNMenuQuest - quest that controls the options for primary needs.
- =====================================================================
- Alternate Start Quests for FWe
- AltStart - starts the race menu through the AltStartRace script; not much
- else
- AltStartQuestLauncher - Initializes a number of FWE function IF the player
- is already left the vault; i.e. added fwe on an old game. this starts a
- number of quests/scripts such as AmmoWeight, Triage, DKBT, DKRestart,
- SprintIntialize and Lap Explosive Entry - some of these may need to be
- removed due to conflict, this will have to be modified in that case.
- AltStartSelector - Prompts the message to choose alt start or normal start.
- AltStartCharGenQuest - small script that checks gender, pulls up race menu.
- =========================================================================
- ULMain - Unfound loot mechanics; makes hand placed items able to be found
- based on Luck skill. this riduculous bullshit is thankfully turned off by
- default. i'm half a mind to print this out and burn it in the fireplace.
- ULMakeSafeCell - adds current player cell to form list on gameMode; idk
- =========================================================================
- sbmMain "Security Bypass Module"
- Used as a place for variables and constants used by the Security Bypass
- Nodule perk
- mezBypassPerk - adds the SecurityBypass Perk on gamemode; might need a
- doOnce.
- ==========================================================================
- Stealth Field stuff
- basically requires energy cells for stealth boys, field has chance to
- become unstable and damage player and stealth device. All configurable.
- not sure what is default.
- SFRConfig - just controls the options for stealth field stuff.
- SFRStealthArmor - handles stealth field on certain armors.
- SFRStealthMeterManager - handles the HUD effects on screen.
- ===========================================================================
- FWEArmorWeightInitQuest = once player leaves vault & not in combat starts
- quest:
- FWEArmorWeightQuest - i believe this is for giving the player a bonus to
- CARRY weight, the bonus is set to off by default. I dont believe this
- effects the actual weight of the armor itself. this bonus only works on
- armor over 45kg
- ===========================================================================
- aaIBHInitQuest = adds stuff to vendors for the portable stand
- aaIBHDisplayQuest "Portable Bobblehead Display Stand"
- does what it says. didn't see any bobblehead stand scripts in fook; will
- check again
- ==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==
- Portable Infirmary & Portable Laboratory
- aaFFPLIInfQuest - allows to place and use infirmary
- The PI allows the healing of crippled limbs, The healing of general body
- damage and the removal of any bodily radiation.
- aaFFPLILabQuest - quest/script handles setup of this.
- the PL allows the curing of addictions and the ability to create chemical
- compounds.
- aaFFPLIVendorQuest - adds Port.Labs to vendors
- **Not sure how Infirmaries are added to vendors, if they are at all.
- ==========================================================================
- aaPNConfigQuest - not really sure; it checks if RIHTSConfigQuest is used,
- then starts that quest; this may be Primary Needs, which has similar
- functions.
- ==========================================================================
- "ExplosiveEntryQuest"
- LapExplosiveEntryQuest
- LapExplosiveEntryQuest1
- LapExplosiveEntryQuest2
- LapExplosiveEntryQuest3
- LapExplosiveEntryQuest4
- LapExplosiveEntryQuest5
- LapExplosiveEntryStartQuest15 - adds perk, sets defaults, very simple.
- KHexplomenuquest - "Explosive Entry Menu " -allows you to configure the
- explosive entry functions.
- Very similar to fook's explosive entry function; fook's is more advanced,
- but doesn't have the timer function. fwe is much simpler.
- AltStartQuestLauncher affects this, as well as some other config scripts
- need to be modified if i remove this.
- ========================================================================
- The CRAFT system; adds more craftable items and options to the workbench;
- muhfuggingbixnood
- CRAFTHelper - deals with the various aspects of the new crafting system
- (gametime lapse, failure chance, health of crafted item)
- CRAFTHelperRefChecker - auxillary script that checks if references are
- filled.
- CRAFTWorkbenchQuest - Options handled through dialogue (extensive); no idea
- how this affects the vanilla workbench. it looks like this system has a
- talking activator, idk how it works on every instance of a workbench.
- =========================================================================
- FWEExplosiveSkillsQuest - adds a hidden fwe perk;
- the perk itself checks player explosives skill; gives more explosive damage
- depending on skill level.
- *fook specifically removes explosive damage from increasing due to skills
- or level.
- ==========================================================================
- FWEPerkSniperQuest
- says its a perk. its not. It may set a pseudo-global variable used by
- another script or perk. it sets HasScope to GetWeaponHasScope rCurWeap,
- specifically.
- ==========================================================================
- zoom; should be adjustable in options
- ZRZoomType1 = Zooming in discrete steps
- ZRZoomType2a = Continuous zooming, auto-mode
- ZRZoomType2b = Continuous zooming, manual mode
- fook doesn't affect zoom afaik.
- ==========================================================================
- DMCaravanGuardTeleport
- if caravan guards get stuck or lost, they are teleported back to the
- traders location.
- probably no conflicts.
- ===========================================================================
- FWEBGStrReqQuest
- Checks for having a big gun equipped
- Sets the weight and penality level for big guns based on strength
- fook has a similar effect that can be toggled on/off; probably gut this
- since you can't toggle the effect.
- ===========================================================================
- Triage Stuffs
- Configurable system that makes healing crippled limbs require stimpacks and
- medical braces. It also vastly reduces the amount a stimpak can heal a
- crippled limb. Also requires perks to fully function.
- aaTriageInitialization - adds a menu on GameMode once; also removes the
- aaTriageStimpaks with vanilla stimpaks (i guess they decided to just use
- vanilla stimpaks instead of replacing all the vanilla stimpaks).
- **will have to add the triage conditions to stimpak refs for the patch.
- aaTriageSleepQuest - empty/does nothing.
- KHtriagehotkeyquest - sets up hotkey; options menu; a few checks, etc
- TriageEnable - Enables all triage perks(or ability to get them); and turns
- on the Triage main variable so the main quest can work.
- TriageDisable - removes all related perks to Triage and stops quests
- related to it.
- TriageFreePerks - adds doctorperk and surgeonPerk when a certain medical
- skill is achieved. This is NOT S.G.Enabled; the only way it can fire is if
- its called by another quest/script. (started by FWEConfigMenuQuest600|
- FWEConfigMenu620)
- ===========================================================================
- Removes Power Armor if PowerArmor is "not fitted,"
- fook and fwe do weird shit with power armors. I'll come back to this last.
- FWEPAUnequipQuest
- FWEPowerArmorQuest -
- ***************************************************************************
- ===========================================================================
- Main Config Controller Quests/Scripts
- FWEConfigInitQuest - a DoOnce script that is only useful if FWE is added or
- updated on an old save.
- FWEMaintenanceQuest - checks if 3 quests are running, shuts them
- down/resets/sets stage. no issues.
- FWEGametimeFixQuest - ;from Unofficial Fallout Patch | shouldn't conflict
- FWEConfigMenuQuest
- FWEConfigMenuQuest000
- FWEConfigMenuQuest200
- FWEConfigMenuQuest300
- FWEConfigMenuQuest400
- FWEConfigMenuQuest500
- FWEConfigMenuQuest600
- FWEConfigMenuQuest700
- FWEConfigSupportMMM - empty/does nothing
- FWEConfigAddonMenu1
- FWEConfigAddonMenu2
- FWEConfigAddonMenu3
- FWEConfigAddonMenu4
- FWEConfigAddonMenu5
- FWEConfigAddonMenu6
- FWEConfigAddonMenu7
- FWEConfigCustomPreset
- FWEPipBoyRefreshQuest - checks if FWEAmmoWg1 is not equal to FWEAmmoWg2;
- adds and then removes the same item,then sets FWEAmmoWg2 to FWEAmmoWg1 |
- I'm guessing its making sure the pipboy is properly showing correct ammo
- weight amounts by refreshing it.
- FWEConfigSupportFollowers - empty/not enabled.
- ***************************************************************************
- ===========================================================================
- FWENoCombatRepairQuest
- makes repair impossible in combat (assuming you have the pipboy repair
- option enabled); not sure if toggleable, but it makes sense to keep this.
- Fook may have something similar iirc.
- ===========================================================================
- zKey
- Basically checks to see if player has the key to a container or door;
- probably for the same reason fook has this; explosive entry can still be
- done on doors you have a key for.
- i'll see which script is better between fook and fwe.
- ===========================================================================
- AMMO WEIGHT
- AmmoWeightQuest - Mostly commented out; was to count ammo|weight but not
- sure if its even used or called by anything. not S.G.Enabled
- FWEAmmoWeightQuest - adds a misc item and armor token; for adding weight to
- bullets:
- **All new ammo needs to be added to these form lists. Need to make a
- CaliberX patch (not to be confused with xCaliber which is included in fwe),
- I dont believe fook adds any new ammo.
- ((__FWEAmmoSupplyScript__)) - the script name attached to a misc item given
- to player on GameMode through above Quest/script
- ===========================================================================
- FollowersCondRepQuest - Display follower condition report and allows player
- to manage the health and stats of followers (use stimpaks, repair, radaway)
- *seems to work in conjunction with Triage; although Triage appears not to
- be mandatory.
- ===========================================================================
- khweaponscanquest - setup for weapon scan hotkey and for weapon scan
- functions; scans currently equipped weapon for all stats. (default hotkey
- = 's') - hotkey may conflict, but this quest/script won't.
- ===========================================================================
- FWEFastTravelQuest - checks if FWEConfigFastTravelDisable == 1 ; then
- sets EnableFastTravel to 0; this is most likely a pseudo-global that is
- used by one of the Options quest/scripts. just disables fast travel.
- ===========================================================================
- FWEPerceptionVATSQuest - affects the fVATSDistanceFactor gameSetting
- through mathematical magic based on your perception. VERY NICE
- ==========================================================================
- BookPerkQuest - controls the Book Perks that increase sneak, lockpick,
- etc. | it does it through game settings, very unlikely any of these perks
- conflict, its all roundabout ways to increase skills.
- ==========================================================================
- Night Vision Shite:
- +++++++++++++++++++
- "Nightvision can be activated via a hotkey while wearing Recon, Stealth or
- Power Helmets or having rank 5 of the Cyborg Perk. Nightvision requires
- Energy Cells for power unless you are wearing a full suit of Power Armor or
- have rank 5 of the Cyborg Perk.
- Default Hotkey is 'Numpad + '"
- +++++++++++++++++++
- DLNVInitQuest - it used to add a night vision menu item, but its been
- commented out; since its not S.G.Enabled, it does nothing.
- DLNVMenuQuest - Menu for the nightvision; also sets up hotkey.
- DLNVQuest - handles a number of functions like removing NV when pipboy is
- activated, regulate energy consumption, etc.
- Fook has a NightVision function;
- ===========================================================================
- CHAmmoUtil - creates a list of all the ammo in a players inventory;
- scripting genius wrote this; the form list it creates is used in the
- CRAFTing module.
- ===========================================================================
- FWEKeyUtil - another utility quest/script that checks to see if a key
- (hotkey) is in use/has conflict. probably called by all modules that
- require a hotkey be set. ; will carry this over, so both fook and fwe will
- use this, perhaps set all hotkeys as unfilled by default.
- ===========================================================================
- KHFOSECheckquest -- i believe this just checks to see if FOSE is enabled;
- but it may check if the newest fose version is being used. the script
- checks if the fose version is greater than or equal to 1; not sure if the
- current fose version exceeds 1, but this is an integer/short, so im not
- sure how it returns a current version number.
- shouldn't conflict with anything
- ===========================================================================
- Responsive Kill Reactions
- **a must have mod**
- makes npcs react/go into detection mode if their buddy gets sniped next to
- them.
- RKRDetectionHelper - adjusts attention value (when you get spotted) by the
- type of behavior you are engaged in (firing, running, sneak,etc).
- presumably used by the main quest/script.
- RKRUpdater - checks for previous/older versions, then updates to new
- RKRDebug -- not enabled/for testing
- RKRMain -
- ; This script is used by all detection modes to detect player-killed actors
- and add detection tokens to the bodies
- RKRPlayerTracker - gets and updates player position for RKR; idk why they
- need it but
- ===========================================================================
- NVDebug - removes Cyborg Perk; but isn't S.G.Enabled ; it shouldn't do
- anything or conflict.
- -=========================================================================
- FWEAmmoDebug - adds a bunch of random items; isn't S.G.Enabled.; does
- nothing| is called by nothing
- ==========================================================================
- FWEAmmoPerks - not sure what this does; its NOT S.G.Enabled; no script; it
- only has 3 quest stages, i can't find anything that calls these quest
- stages either. sets 3 different engineer ranks (assuming faction). since
- its an FWE rank; it shouldn't conflict.
- ==========================================================================
- Sprint Stuffs;
- SprintQuest = controls the nuances of the sprint function; adds token
- SprintNoFOSEQuest - same thing as sprintQuest; fose should be required.
- SprintSettings - just declares variables that are set by the initialize
- quest (if fose is not used only)
- SprintInitializeQuest - starts the appropriate quest.
- fook probbaly conflicts; one will have to go.
- ==========================================================================
- works with RobCo Water Purifier (much in the same way as the infirmary)
- aaWP2066Quest - Water purifier quest/script
- unlikely this will conflict with anything; but fook may have a different
- way to purify water. one may need to get cut if its similar.
- ==========================================================================a
- aFatigueQuest
- - affects how hunger, thirst, sleep in handled in combat,
- sprinting and sneaking (increases the rate at which these occur).
- only dependant upon primary needs being active; won't conflict with fook
- ===========================================================================
- aaPNUpgrade - checks players permanent radiation level, then resets it; and
- resets the RIWaterFillQuest. presumably some fix
- ===========================================================================
- FDAVendorQuest - adds the new food items created by the FDA mod to the
- various vendors| probably doesn't need to be updated with fook vendors; not
- all vendors need the same items. But its easy enough to do so.
- ===========================================================================
- aaWMMQuest - WonderMeat Machine ; works similar to the Infirmary, shouldn't
- conflict. although fook may have a similar method for wondermeat.
- aaWMMDebugQuest - for testing; not enabled or called
- ===========================================================================
- Bullet Time :
- DKBTInitQuest - ; This is only used to allow external access for conclict
- detection. gives player BulletTimeTool on leaving vault101 (armor token).
- DKRestartQuest - Resets default settings once on a new game load with the
- new version
- ++ ; DKBulletTimeMainScript - attached to the Tool (token) - controls
- Option/setup of hotkey, and initializes bulletTime functions.
- ++ ; two perks associated with bullet time; also an Init and Effect Script
- | nothing should conflict (even if fook has bullet time option)
- **not sure if fook adds a bullet time/will check
- ===========================================================================
- RRMenuQuest - removes spells (actor effects) related to RR. No idea why;
- perhaps RR was gutted from FWE. I can't find any other RR quests or scripts
- or the *spells that are in or called by anything else.
- the idea was very similar to what fook does with ToolsOfTheTrade. This can
- be left alone; just in case someone has that mod/older version of fwe.
- ===========================================================================
- BackPedalQuest - i detailed this in the fook file; fwe has a very simple
- script to slow down the back peddle, fook's is more complicated, does more
- things, etc. I'm leaning toward fook; i'll have to test which is more
- responsive though in gamee.
- ===========================================================================
- aaStatQuest - runs a script that gives you two hidden perks on GameMode;
- also for some reason checks if you have perks on Pause; adds them if you
- don't, removes them if you do. idk why | perks are for perception
- affecting how well you aim and for Charisma for how much items are bought
- for.
- ==========================================================================
- zaddperk - adds two perks on GameMode:
- zLockpick perk - configures how lock picking works via script fragment
- inside perk; affects lockpicking succes through skill,luck,randomPercent;
- also uses slightly modified globals for xp rewarded for successful
- lockpicking. : globals aren't directly affected by fook; not sure if fook
- changes lockpicking chance somehow or sets globals through scripts|probably
- does.
- zHacking Perk - does same thing for hacking computers as above.
- ===========================================================================
- FWERepairPartsQuest - Checks Players repair skill then gives appropriate
- note telling them the amount of scrap metal required to make repair kits.
- ;the actual affects at workbench are not controlled by this mod; most
- likely controlled through CRAFT.
- ===========================================================================
- FWEAPRestoreQuestN - Quest/Script on GameLoad that re-sets AP to correspond
- with the correct AP Perks (unique fwe perks) or if no perks are owned.
- Probably a bugfix or issue with another internal script. No conflicts with
- fook unless it changes/affects the same fActionPointsRestoreRate
- GameSetting.
- ===========================================================================
- Grenade Throwing stuffs
- **Fook's grenade throwing is also called KHGren | probably identical or
- nearly similar scripts/functions
- khgrenquest - sets up hotkey through menu ; also details how grenade
- throwing functions.
- FWEDarnUIGrenQuest - Grenade stuff made to work with DarnUI. *DarnUI not
- required for fook or FWE.
- ===========================================================================
- FWEDarnUIQuest - Quest|script deals with DarnUI and the Primary Needs info
- on screen.
- ===========================================================================
- FWEKitQuest - Checks to see if Player has FWEMedicalKit or FWEToolKit on
- GameLoad(gameMode) and then sets then casts|dispels the spell
- (actorEffect). Again probably a Bugfix|internal conflict resolver.
- no conflicts; although FOOKs Tools of the Trade do something, somewhat
- similar, i think both could easily be kept| if worried, could always modify
- this script to see turn off one of the bonuses if both kits were owned; or
- modify a condition on both items from fook and fwe that reduces the effect
- if both are owned; or just reduce the effect on both just incase.
- ===========================================================================
- FWEMeleeBonusQuest - gets type of weapon currently used, sets correct
- melee bonus to apply (unarmed, melee).
- ===========================================================================
- khBottlereplaceQuest - on GameLoad it replaces RIEmptyBottles with
- khbottleempty. I'm guessing this is because khbottles have a script on
- them; most likely this is done in case someone is updating from an old
- version or using an old save.
- ===========================================================================
- DLMOutcasts -- deals with Outcast item quest ; adjusts how trust is
- gained through giving items, it also sets up giving multiple items at once
- through formLists and giving the proper amount of trust credits per item.
- **there are probably some weapons that need to be added to the form lists
- from fook; i don't think i need to do anything to this quest/script as
- there is no set amount defined for the indexes, it just counts them.
- ==========================================================================
- FWETimeUtil -- used by the CRAFT system to adjust time relative to the
- actual game time; i guess for when it advances time when crafting
- something. shouldn't conflict with anything.
- ==========================================================================
- FWEWorkBenchQuest -- Checks to see if FWErepairLimitDisable is enabled
- (through fwe options), then adjusts repair ability accordingly.
- **** I need to check fook's workbench scripts/quests and repair to see if
- its running scripts when a workbench is in range/activated; just so there
- isn't a bunch of scripts/quests running at once, changing the same things.
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