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FWE Unique Quests|Scripts

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  1. =====FWE Quest|Scripts======
  2.  
  3.  
  4. aaIntQuest "Intelligence SP fix"
  5.  
  6. checks for an intelligence bonus perk; adds it if you don't have it,
  7.  
  8. removes it if you have it. and then adds it again.
  9. no idea what this does. no conflicts.
  10.  
  11. ======================================================================
  12.  
  13. IntenseTrainingQuest
  14.  
  15. when player adds perk, this quest (no script) removes a perk up to perk6.
  16. this perk lets you add a point to a special skill; it looks like vanilla
  17.  
  18. added 10 different perks, this seems like it controls the perks through a
  19.  
  20. single quest/script. can keep.
  21.  
  22. =======================================================================
  23. RI - Primary Needs stuff for FWE
  24. (none of this should conflict with fook)
  25.  
  26. RICookingQuest - handles cooking (not sure if cooking is in vanilla)
  27. no conflicts.
  28.  
  29. RIHVendorQuest - adds items to a few vendors via script; then checks
  30.  
  31. periodically to see if they need to restock. shouldn't conflict with
  32.  
  33. anything.
  34.  
  35. RISleepQuest - controls how sleep is handled relative to health, limb
  36.  
  37. damage and the need for sleep. no conflicts with fook.
  38.  
  39. RIHTSFOSEQuest - displays current thirst, hunger, sleep stats; assuming if
  40.  
  41. you have FOSE
  42.  
  43. RIHTSMainQuest - The main controller script that sets the parameters for
  44.  
  45. all the primary needs. should not conflict.
  46.  
  47. RIHTSConfigQuest - quest/script to modify|configure the primary needs
  48.  
  49. options.
  50. no conflicts.
  51. *****************
  52.  
  53. RIWaterFillQuest = fill empty water bottles at any water source. fapfapfap
  54.  
  55. KHWaterMenuQuest -
  56.  
  57. this quest is called by the RIWaterSource(0-5)Scripts, and those 6 scripts
  58.  
  59. are attached to a base effect. So this KHWaterMenuQuest controls the Menu
  60.  
  61. when you want to refill a water bottle.
  62.  
  63. ******************
  64.  
  65. KHPNMenuQuest - quest that controls the options for primary needs.
  66.  
  67. =====================================================================
  68. Alternate Start Quests for FWe
  69.  
  70. AltStart - starts the race menu through the AltStartRace script; not much
  71.  
  72. else
  73.  
  74. AltStartQuestLauncher - Initializes a number of FWE function IF the player
  75.  
  76. is already left the vault; i.e. added fwe on an old game. this starts a
  77.  
  78. number of quests/scripts such as AmmoWeight, Triage, DKBT, DKRestart,
  79.  
  80. SprintIntialize and Lap Explosive Entry - some of these may need to be
  81.  
  82. removed due to conflict, this will have to be modified in that case.
  83.  
  84. AltStartSelector - Prompts the message to choose alt start or normal start.
  85.  
  86. AltStartCharGenQuest - small script that checks gender, pulls up race menu.
  87.  
  88.  
  89. =========================================================================
  90.  
  91. ULMain - Unfound loot mechanics; makes hand placed items able to be found
  92.  
  93. based on Luck skill. this riduculous bullshit is thankfully turned off by
  94.  
  95. default. i'm half a mind to print this out and burn it in the fireplace.
  96.  
  97. ULMakeSafeCell - adds current player cell to form list on gameMode; idk
  98.  
  99. =========================================================================
  100.  
  101. sbmMain "Security Bypass Module"
  102. Used as a place for variables and constants used by the Security Bypass
  103.  
  104. Nodule perk
  105.  
  106. mezBypassPerk - adds the SecurityBypass Perk on gamemode; might need a
  107.  
  108. doOnce.
  109.  
  110. ==========================================================================
  111. Stealth Field stuff
  112.  
  113. basically requires energy cells for stealth boys, field has chance to
  114.  
  115. become unstable and damage player and stealth device. All configurable.
  116.  
  117. not sure what is default.
  118. SFRConfig - just controls the options for stealth field stuff.
  119.  
  120. SFRStealthArmor - handles stealth field on certain armors.
  121.  
  122. SFRStealthMeterManager - handles the HUD effects on screen.
  123.  
  124. ===========================================================================
  125.  
  126.  
  127. FWEArmorWeightInitQuest = once player leaves vault & not in combat starts
  128.  
  129. quest:
  130.  
  131. FWEArmorWeightQuest - i believe this is for giving the player a bonus to
  132.  
  133. CARRY weight, the bonus is set to off by default. I dont believe this
  134.  
  135. effects the actual weight of the armor itself. this bonus only works on
  136.  
  137. armor over 45kg
  138.  
  139. ===========================================================================
  140.  
  141. aaIBHInitQuest = adds stuff to vendors for the portable stand
  142.  
  143. aaIBHDisplayQuest "Portable Bobblehead Display Stand"
  144.  
  145. does what it says. didn't see any bobblehead stand scripts in fook; will
  146.  
  147. check again
  148.  
  149.  
  150. ==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==
  151. Portable Infirmary & Portable Laboratory
  152.  
  153. aaFFPLIInfQuest - allows to place and use infirmary
  154. The PI allows the healing of crippled limbs, The healing of general body
  155.  
  156. damage and the removal of any bodily radiation.
  157.  
  158. aaFFPLILabQuest - quest/script handles setup of this.
  159. the PL allows the curing of addictions and the ability to create chemical
  160.  
  161. compounds.
  162.  
  163. aaFFPLIVendorQuest - adds Port.Labs to vendors
  164.  
  165. **Not sure how Infirmaries are added to vendors, if they are at all.
  166.  
  167. ==========================================================================
  168.  
  169. aaPNConfigQuest - not really sure; it checks if RIHTSConfigQuest is used,
  170.  
  171. then starts that quest; this may be Primary Needs, which has similar
  172.  
  173. functions.
  174.  
  175. ==========================================================================
  176. "ExplosiveEntryQuest"
  177. LapExplosiveEntryQuest
  178. LapExplosiveEntryQuest1
  179. LapExplosiveEntryQuest2
  180. LapExplosiveEntryQuest3
  181. LapExplosiveEntryQuest4
  182. LapExplosiveEntryQuest5
  183.  
  184. LapExplosiveEntryStartQuest15 - adds perk, sets defaults, very simple.
  185.  
  186. KHexplomenuquest - "Explosive Entry Menu " -allows you to configure the
  187.  
  188. explosive entry functions.
  189.  
  190. Very similar to fook's explosive entry function; fook's is more advanced,
  191.  
  192. but doesn't have the timer function. fwe is much simpler.
  193.  
  194. AltStartQuestLauncher affects this, as well as some other config scripts
  195.  
  196. need to be modified if i remove this.
  197.  
  198. ========================================================================
  199. The CRAFT system; adds more craftable items and options to the workbench;
  200. muhfuggingbixnood
  201.  
  202. CRAFTHelper - deals with the various aspects of the new crafting system
  203.  
  204. (gametime lapse, failure chance, health of crafted item)
  205.  
  206. CRAFTHelperRefChecker - auxillary script that checks if references are
  207.  
  208. filled.
  209.  
  210. CRAFTWorkbenchQuest - Options handled through dialogue (extensive); no idea
  211.  
  212. how this affects the vanilla workbench. it looks like this system has a
  213.  
  214. talking activator, idk how it works on every instance of a workbench.
  215.  
  216. =========================================================================
  217.  
  218. FWEExplosiveSkillsQuest - adds a hidden fwe perk;
  219. the perk itself checks player explosives skill; gives more explosive damage
  220.  
  221. depending on skill level.
  222.  
  223. *fook specifically removes explosive damage from increasing due to skills
  224.  
  225. or level.
  226.  
  227. ==========================================================================
  228.  
  229. FWEPerkSniperQuest
  230.  
  231. says its a perk. its not. It may set a pseudo-global variable used by
  232.  
  233. another script or perk. it sets HasScope to GetWeaponHasScope rCurWeap,
  234.  
  235. specifically.
  236.  
  237. ==========================================================================
  238. zoom; should be adjustable in options
  239.  
  240. ZRZoomType1 = Zooming in discrete steps
  241. ZRZoomType2a = Continuous zooming, auto-mode
  242. ZRZoomType2b = Continuous zooming, manual mode
  243.  
  244. fook doesn't affect zoom afaik.
  245.  
  246. ==========================================================================
  247.  
  248. DMCaravanGuardTeleport
  249.  
  250. if caravan guards get stuck or lost, they are teleported back to the
  251.  
  252. traders location.
  253. probably no conflicts.
  254.  
  255. ===========================================================================
  256.  
  257. FWEBGStrReqQuest
  258.  
  259. Checks for having a big gun equipped
  260. Sets the weight and penality level for big guns based on strength
  261.  
  262. fook has a similar effect that can be toggled on/off; probably gut this
  263.  
  264. since you can't toggle the effect.
  265.  
  266. ===========================================================================
  267. Triage Stuffs
  268. Configurable system that makes healing crippled limbs require stimpacks and
  269.  
  270. medical braces. It also vastly reduces the amount a stimpak can heal a
  271.  
  272. crippled limb. Also requires perks to fully function.
  273.  
  274. aaTriageInitialization - adds a menu on GameMode once; also removes the
  275.  
  276. aaTriageStimpaks with vanilla stimpaks (i guess they decided to just use
  277.  
  278. vanilla stimpaks instead of replacing all the vanilla stimpaks).
  279.  
  280. **will have to add the triage conditions to stimpak refs for the patch.
  281.  
  282. aaTriageSleepQuest - empty/does nothing.
  283.  
  284. KHtriagehotkeyquest - sets up hotkey; options menu; a few checks, etc
  285.  
  286. TriageEnable - Enables all triage perks(or ability to get them); and turns
  287.  
  288. on the Triage main variable so the main quest can work.
  289.  
  290. TriageDisable - removes all related perks to Triage and stops quests
  291.  
  292. related to it.
  293.  
  294. TriageFreePerks - adds doctorperk and surgeonPerk when a certain medical
  295.  
  296. skill is achieved. This is NOT S.G.Enabled; the only way it can fire is if
  297.  
  298. its called by another quest/script. (started by FWEConfigMenuQuest600|
  299.  
  300. FWEConfigMenu620)
  301.  
  302. ===========================================================================
  303. Removes Power Armor if PowerArmor is "not fitted,"
  304. fook and fwe do weird shit with power armors. I'll come back to this last.
  305.  
  306. FWEPAUnequipQuest
  307.  
  308. FWEPowerArmorQuest -
  309.  
  310. ***************************************************************************
  311. ===========================================================================
  312. Main Config Controller Quests/Scripts
  313.  
  314. FWEConfigInitQuest - a DoOnce script that is only useful if FWE is added or
  315.  
  316. updated on an old save.
  317.  
  318. FWEMaintenanceQuest - checks if 3 quests are running, shuts them
  319.  
  320. down/resets/sets stage. no issues.
  321.  
  322. FWEGametimeFixQuest - ;from Unofficial Fallout Patch | shouldn't conflict
  323.  
  324. FWEConfigMenuQuest
  325. FWEConfigMenuQuest000
  326. FWEConfigMenuQuest200
  327. FWEConfigMenuQuest300
  328. FWEConfigMenuQuest400
  329. FWEConfigMenuQuest500
  330. FWEConfigMenuQuest600
  331. FWEConfigMenuQuest700
  332. FWEConfigSupportMMM - empty/does nothing
  333.  
  334.  
  335.  
  336. FWEConfigAddonMenu1
  337. FWEConfigAddonMenu2
  338. FWEConfigAddonMenu3
  339. FWEConfigAddonMenu4
  340. FWEConfigAddonMenu5
  341. FWEConfigAddonMenu6
  342. FWEConfigAddonMenu7
  343.  
  344.  
  345. FWEConfigCustomPreset
  346.  
  347.  
  348. FWEPipBoyRefreshQuest - checks if FWEAmmoWg1 is not equal to FWEAmmoWg2;
  349.  
  350. adds and then removes the same item,then sets FWEAmmoWg2 to FWEAmmoWg1 |
  351. I'm guessing its making sure the pipboy is properly showing correct ammo
  352.  
  353. weight amounts by refreshing it.
  354.  
  355. FWEConfigSupportFollowers - empty/not enabled.
  356.  
  357. ***************************************************************************
  358. ===========================================================================
  359.  
  360. FWENoCombatRepairQuest
  361.  
  362. makes repair impossible in combat (assuming you have the pipboy repair
  363.  
  364. option enabled); not sure if toggleable, but it makes sense to keep this.
  365.  
  366. Fook may have something similar iirc.
  367.  
  368. ===========================================================================
  369.  
  370. zKey
  371.  
  372. Basically checks to see if player has the key to a container or door;
  373.  
  374. probably for the same reason fook has this; explosive entry can still be
  375.  
  376. done on doors you have a key for.
  377.  
  378. i'll see which script is better between fook and fwe.
  379.  
  380. ===========================================================================
  381. AMMO WEIGHT
  382.  
  383. AmmoWeightQuest - Mostly commented out; was to count ammo|weight but not
  384.  
  385. sure if its even used or called by anything. not S.G.Enabled
  386.  
  387. FWEAmmoWeightQuest - adds a misc item and armor token; for adding weight to
  388.  
  389. bullets:
  390.  
  391. **All new ammo needs to be added to these form lists. Need to make a
  392.  
  393. CaliberX patch (not to be confused with xCaliber which is included in fwe),
  394.  
  395. I dont believe fook adds any new ammo.
  396.  
  397. ((__FWEAmmoSupplyScript__)) - the script name attached to a misc item given
  398.  
  399. to player on GameMode through above Quest/script
  400. ===========================================================================
  401.  
  402. FollowersCondRepQuest - Display follower condition report and allows player
  403.  
  404. to manage the health and stats of followers (use stimpaks, repair, radaway)
  405.  
  406. *seems to work in conjunction with Triage; although Triage appears not to
  407.  
  408. be mandatory.
  409. ===========================================================================
  410.  
  411. khweaponscanquest - setup for weapon scan hotkey and for weapon scan
  412.  
  413. functions; scans currently equipped weapon for all stats. (default hotkey
  414.  
  415. = 's') - hotkey may conflict, but this quest/script won't.
  416.  
  417. ===========================================================================
  418.  
  419. FWEFastTravelQuest - checks if FWEConfigFastTravelDisable == 1 ; then
  420.  
  421. sets EnableFastTravel to 0; this is most likely a pseudo-global that is
  422.  
  423. used by one of the Options quest/scripts. just disables fast travel.
  424.  
  425. ===========================================================================
  426.  
  427. FWEPerceptionVATSQuest - affects the fVATSDistanceFactor gameSetting
  428.  
  429. through mathematical magic based on your perception. VERY NICE
  430.  
  431. ==========================================================================
  432.  
  433. BookPerkQuest - controls the Book Perks that increase sneak, lockpick,
  434.  
  435. etc. | it does it through game settings, very unlikely any of these perks
  436.  
  437. conflict, its all roundabout ways to increase skills.
  438.  
  439. ==========================================================================
  440. Night Vision Shite:
  441. +++++++++++++++++++
  442. "Nightvision can be activated via a hotkey while wearing Recon, Stealth or
  443.  
  444. Power Helmets or having rank 5 of the Cyborg Perk. Nightvision requires
  445.  
  446. Energy Cells for power unless you are wearing a full suit of Power Armor or
  447.  
  448. have rank 5 of the Cyborg Perk.
  449. Default Hotkey is 'Numpad + '"
  450. +++++++++++++++++++
  451. DLNVInitQuest - it used to add a night vision menu item, but its been
  452.  
  453. commented out; since its not S.G.Enabled, it does nothing.
  454.  
  455. DLNVMenuQuest - Menu for the nightvision; also sets up hotkey.
  456.  
  457. DLNVQuest - handles a number of functions like removing NV when pipboy is
  458.  
  459. activated, regulate energy consumption, etc.
  460.  
  461. Fook has a NightVision function;
  462.  
  463. ===========================================================================
  464.  
  465. CHAmmoUtil - creates a list of all the ammo in a players inventory;
  466.  
  467. scripting genius wrote this; the form list it creates is used in the
  468.  
  469. CRAFTing module.
  470.  
  471. ===========================================================================
  472.  
  473. FWEKeyUtil - another utility quest/script that checks to see if a key
  474.  
  475. (hotkey) is in use/has conflict. probably called by all modules that
  476.  
  477. require a hotkey be set. ; will carry this over, so both fook and fwe will
  478.  
  479. use this, perhaps set all hotkeys as unfilled by default.
  480. ===========================================================================
  481.  
  482. KHFOSECheckquest -- i believe this just checks to see if FOSE is enabled;
  483.  
  484. but it may check if the newest fose version is being used. the script
  485.  
  486. checks if the fose version is greater than or equal to 1; not sure if the
  487.  
  488. current fose version exceeds 1, but this is an integer/short, so im not
  489.  
  490. sure how it returns a current version number.
  491. shouldn't conflict with anything
  492.  
  493. ===========================================================================
  494. Responsive Kill Reactions
  495. **a must have mod**
  496. makes npcs react/go into detection mode if their buddy gets sniped next to
  497.  
  498. them.
  499.  
  500.  
  501. RKRDetectionHelper - adjusts attention value (when you get spotted) by the
  502.  
  503. type of behavior you are engaged in (firing, running, sneak,etc).
  504.  
  505. presumably used by the main quest/script.
  506.  
  507. RKRUpdater - checks for previous/older versions, then updates to new
  508.  
  509. RKRDebug -- not enabled/for testing
  510.  
  511. RKRMain -
  512. ; This script is used by all detection modes to detect player-killed actors
  513.  
  514. and add detection tokens to the bodies
  515.  
  516. RKRPlayerTracker - gets and updates player position for RKR; idk why they
  517.  
  518. need it but
  519.  
  520. ===========================================================================
  521.  
  522. NVDebug - removes Cyborg Perk; but isn't S.G.Enabled ; it shouldn't do
  523.  
  524. anything or conflict.
  525.  
  526. -=========================================================================
  527.  
  528. FWEAmmoDebug - adds a bunch of random items; isn't S.G.Enabled.; does
  529.  
  530. nothing| is called by nothing
  531.  
  532. ==========================================================================
  533.  
  534. FWEAmmoPerks - not sure what this does; its NOT S.G.Enabled; no script; it
  535.  
  536. only has 3 quest stages, i can't find anything that calls these quest
  537.  
  538. stages either. sets 3 different engineer ranks (assuming faction). since
  539.  
  540. its an FWE rank; it shouldn't conflict.
  541.  
  542. ==========================================================================
  543. Sprint Stuffs;
  544.  
  545. SprintQuest = controls the nuances of the sprint function; adds token
  546.  
  547. SprintNoFOSEQuest - same thing as sprintQuest; fose should be required.
  548.  
  549. SprintSettings - just declares variables that are set by the initialize
  550.  
  551. quest (if fose is not used only)
  552.  
  553. SprintInitializeQuest - starts the appropriate quest.
  554.  
  555. fook probbaly conflicts; one will have to go.
  556. ==========================================================================
  557. works with RobCo Water Purifier (much in the same way as the infirmary)
  558.  
  559. aaWP2066Quest - Water purifier quest/script
  560.  
  561. unlikely this will conflict with anything; but fook may have a different
  562.  
  563. way to purify water. one may need to get cut if its similar.
  564.  
  565. ==========================================================================a
  566.  
  567. aFatigueQuest
  568. - affects how hunger, thirst, sleep in handled in combat,
  569.  
  570. sprinting and sneaking (increases the rate at which these occur).
  571.  
  572. only dependant upon primary needs being active; won't conflict with fook
  573.  
  574. ===========================================================================
  575.  
  576. aaPNUpgrade - checks players permanent radiation level, then resets it; and
  577.  
  578. resets the RIWaterFillQuest. presumably some fix
  579.  
  580. ===========================================================================
  581.  
  582. FDAVendorQuest - adds the new food items created by the FDA mod to the
  583.  
  584. various vendors| probably doesn't need to be updated with fook vendors; not
  585.  
  586. all vendors need the same items. But its easy enough to do so.
  587.  
  588. ===========================================================================
  589.  
  590.  
  591. aaWMMQuest - WonderMeat Machine ; works similar to the Infirmary, shouldn't
  592.  
  593. conflict. although fook may have a similar method for wondermeat.
  594.  
  595. aaWMMDebugQuest - for testing; not enabled or called
  596.  
  597. ===========================================================================
  598. Bullet Time :
  599.  
  600. DKBTInitQuest - ; This is only used to allow external access for conclict
  601.  
  602. detection. gives player BulletTimeTool on leaving vault101 (armor token).
  603.  
  604. DKRestartQuest - Resets default settings once on a new game load with the
  605.  
  606. new version
  607.  
  608.  
  609. ++ ; DKBulletTimeMainScript - attached to the Tool (token) - controls
  610.  
  611. Option/setup of hotkey, and initializes bulletTime functions.
  612.  
  613. ++ ; two perks associated with bullet time; also an Init and Effect Script
  614.  
  615. | nothing should conflict (even if fook has bullet time option)
  616.  
  617. **not sure if fook adds a bullet time/will check
  618. ===========================================================================
  619.  
  620.  
  621. RRMenuQuest - removes spells (actor effects) related to RR. No idea why;
  622.  
  623. perhaps RR was gutted from FWE. I can't find any other RR quests or scripts
  624.  
  625. or the *spells that are in or called by anything else.
  626.  
  627. the idea was very similar to what fook does with ToolsOfTheTrade. This can
  628.  
  629. be left alone; just in case someone has that mod/older version of fwe.
  630.  
  631. ===========================================================================
  632.  
  633. BackPedalQuest - i detailed this in the fook file; fwe has a very simple
  634.  
  635. script to slow down the back peddle, fook's is more complicated, does more
  636.  
  637. things, etc. I'm leaning toward fook; i'll have to test which is more
  638.  
  639. responsive though in gamee.
  640.  
  641. ===========================================================================
  642.  
  643. aaStatQuest - runs a script that gives you two hidden perks on GameMode;
  644.  
  645. also for some reason checks if you have perks on Pause; adds them if you
  646.  
  647. don't, removes them if you do. idk why | perks are for perception
  648.  
  649. affecting how well you aim and for Charisma for how much items are bought
  650.  
  651. for.
  652.  
  653. ==========================================================================
  654.  
  655.  
  656. zaddperk - adds two perks on GameMode:
  657.  
  658. zLockpick perk - configures how lock picking works via script fragment
  659.  
  660. inside perk; affects lockpicking succes through skill,luck,randomPercent;
  661.  
  662. also uses slightly modified globals for xp rewarded for successful
  663.  
  664. lockpicking. : globals aren't directly affected by fook; not sure if fook
  665.  
  666. changes lockpicking chance somehow or sets globals through scripts|probably
  667.  
  668. does.
  669.  
  670. zHacking Perk - does same thing for hacking computers as above.
  671.  
  672. ===========================================================================
  673.  
  674.  
  675. FWERepairPartsQuest - Checks Players repair skill then gives appropriate
  676.  
  677. note telling them the amount of scrap metal required to make repair kits.
  678. ;the actual affects at workbench are not controlled by this mod; most
  679.  
  680. likely controlled through CRAFT.
  681.  
  682. ===========================================================================
  683.  
  684.  
  685. FWEAPRestoreQuestN - Quest/Script on GameLoad that re-sets AP to correspond
  686.  
  687. with the correct AP Perks (unique fwe perks) or if no perks are owned.
  688.  
  689. Probably a bugfix or issue with another internal script. No conflicts with
  690.  
  691. fook unless it changes/affects the same fActionPointsRestoreRate
  692.  
  693. GameSetting.
  694. ===========================================================================
  695. Grenade Throwing stuffs
  696. **Fook's grenade throwing is also called KHGren | probably identical or
  697.  
  698. nearly similar scripts/functions
  699.  
  700. khgrenquest - sets up hotkey through menu ; also details how grenade
  701.  
  702. throwing functions.
  703.  
  704. FWEDarnUIGrenQuest - Grenade stuff made to work with DarnUI. *DarnUI not
  705.  
  706. required for fook or FWE.
  707.  
  708. ===========================================================================
  709.  
  710. FWEDarnUIQuest - Quest|script deals with DarnUI and the Primary Needs info
  711.  
  712. on screen.
  713.  
  714. ===========================================================================
  715.  
  716. FWEKitQuest - Checks to see if Player has FWEMedicalKit or FWEToolKit on
  717.  
  718. GameLoad(gameMode) and then sets then casts|dispels the spell
  719.  
  720. (actorEffect). Again probably a Bugfix|internal conflict resolver.
  721.  
  722. no conflicts; although FOOKs Tools of the Trade do something, somewhat
  723.  
  724. similar, i think both could easily be kept| if worried, could always modify
  725.  
  726. this script to see turn off one of the bonuses if both kits were owned; or
  727.  
  728. modify a condition on both items from fook and fwe that reduces the effect
  729.  
  730. if both are owned; or just reduce the effect on both just incase.
  731.  
  732. ===========================================================================
  733.  
  734. FWEMeleeBonusQuest - gets type of weapon currently used, sets correct
  735.  
  736. melee bonus to apply (unarmed, melee).
  737.  
  738. ===========================================================================
  739.  
  740.  
  741. khBottlereplaceQuest - on GameLoad it replaces RIEmptyBottles with
  742.  
  743. khbottleempty. I'm guessing this is because khbottles have a script on
  744.  
  745. them; most likely this is done in case someone is updating from an old
  746.  
  747. version or using an old save.
  748.  
  749. ===========================================================================
  750.  
  751. DLMOutcasts -- deals with Outcast item quest ; adjusts how trust is
  752.  
  753. gained through giving items, it also sets up giving multiple items at once
  754.  
  755. through formLists and giving the proper amount of trust credits per item.
  756.  
  757. **there are probably some weapons that need to be added to the form lists
  758.  
  759. from fook; i don't think i need to do anything to this quest/script as
  760.  
  761. there is no set amount defined for the indexes, it just counts them.
  762.  
  763. ==========================================================================
  764.  
  765. FWETimeUtil -- used by the CRAFT system to adjust time relative to the
  766.  
  767. actual game time; i guess for when it advances time when crafting
  768.  
  769. something. shouldn't conflict with anything.
  770.  
  771. ==========================================================================
  772.  
  773.  
  774. FWEWorkBenchQuest -- Checks to see if FWErepairLimitDisable is enabled
  775.  
  776. (through fwe options), then adjusts repair ability accordingly.
  777.  
  778. **** I need to check fook's workbench scripts/quests and repair to see if
  779.  
  780. its running scripts when a workbench is in range/activated; just so there
  781.  
  782. isn't a bunch of scripts/quests running at once, changing the same things.
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