Populating Stash Locations -1 reply

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ShadowSnake

something should go here

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22nd October 2004

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#1 11 years ago

Is there a way of making it so the stash locations are allready filled? I know the Freestate mod does this but i dont want that mod. I'm yet to find out how to add them myself. Any help/ideas?




dexxtaa

Who woulda thunk it~?

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23rd April 2007

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#2 11 years ago

i dont know myself, but how i learn is to download the file (in this case freestate) and browse around in the files provided. compare that file with the original one using WinMerge and see if i can figure out what does what. who knows maybe you'll be able to come up with one stash that never runs out of RPG's..




James_Blake

I'm too cool to Post

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5th April 2007

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#3 11 years ago

Or ways to add in caches of modding in weapons. Making them work without starting a new game(Which i'm under the impression hasn't been done yet) would make testing a million times easier.




ShadowSnake

something should go here

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22nd October 2004

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#4 11 years ago

Right, i have found the treasure_manager script which lists all the stashes. Each one has a condition that needs to be met so when you examine the bodies you find the location.




James_Blake

I'm too cool to Post

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5th April 2007

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#5 11 years ago

Haha...so just delete the requirements?




ShadowSnake

something should go here

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22nd October 2004

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#6 11 years ago

ive compered it with the original file from the database and the conditions arnt altered at all. So its something else




motorb!tch

Slightly cooler than a n00b

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26th April 2007

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#7 11 years ago

i guess it must be a short script that fills up all crates with random stuff.




ShadowSnake

something should go here

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22nd October 2004

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#8 11 years ago

i have found this in the dialogs_escape.xml file: escape_trader_start_dialog_3escape_dialog.populate_stashes3132 I would presume that this takes part while you first talk to the trader. Ill take these two files and start a new game to see if thats all thats needed.




motorb!tch

Slightly cooler than a n00b

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26th April 2007

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#9 11 years ago

insufficient. ther must must be so some lines of script. that action just points toward this script. the file must be calle smething.script and located in gamedata\scripts just a guessing, but only that lines surely not work




ShadowSnake

something should go here

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22nd October 2004

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#10 11 years ago

yes, you was right, i found the escape_dialog.script had a few lines added on at the end. Tested it and it works.




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