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Question Custom 'Usage Requirements'

  • Thread starter Deleted member 10215
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Deleted member 10215

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I'm stuck on something here; I'm trying to work out how to make a custom UsageRequirements for specifically the player having met the 'peaceful' group of Children of Atom in the Glowing Sea's central crater. What would be the best thing to check for that? Best I can come up with is the Player having completed MQ204 Stage 20, but it'd be possible to meet them without being on that quest, and none of the 'premade' UsageRequirements items seem to quite cover what I'm after here, so I'm kind of deadlocked on ideas. I've got to be missing something here.

I also can't quite figure out how to do one for "the Player has at least BEEN to Goodneighbour". LocationCleared doesn't seem to be the right thing to check? Is there a (hidden) 'Quest' for having seen that initial scene with Hancock shanking that dude?
 
For the Children of Atom in the Glowing Sea Crater it's tricky. There's no way to easily check "location discovered" that I know of (I also asked kinggath about this earlier). Before I've used a custom script to check the event "location changed" and filtered for the player and a list of my locations. But since this runs every time the player changes locations, I've only used it for a quest where I can control that it runs for a very limited time. For the UsageRequirements this isn't as feasible since you won't know when the player possibly chooses to go to the Glowing Sea. If there was a way to check if a dialogue scene has played, I would use this with Mother Isolde's dialogue quest (but I haven't found a way to check if a scene has played unless a stage or a global is also set). "Location Cleared" can also be unreliable, since it won't trigger if the location is reserved for another quest, and some locations that are set as clearable have no enemies and won't actually ever be set as cleared (in my experience, eg Old Corner Bookstore (no enemies) and Boston Library (reserved) weren't set as cleared as I expected).

For the "been to Goodneighbor", the quest DialogueGoodneighborEntrance, has stage 5 set by a trigger when the player walks through the gate - so I would use this with GetStageDone.

Generally, I think you are right to look for quests and stages, this sets the UsageRequirements instantly. Some of the other checks are only done e.g. once a day, to limit the strain on the game.
 
For the "been to Goodneighbor", the quest DialogueGoodneighborEntrance, has stage 5 set by a trigger when the player walks through the gate - so I would use this with GetStageDone.
Ah, I had the feeling I'd missed a real obvious one there, thanks! I'll keep poking around for a solution for the Children, they're basically the last ones left on my little list here.
 
If it's just the Children left on your list you could place an activator trigger in the crater cell, covering a decent enough area to ensure the player passes through it and put one of the default scripts like DefaultSetGlobalOnTriggerEnter or to set a stage in a custom quest (like in this tutorial by Seddon).

PS. If you add stuff to a vanilla cell, make sure to first lock all the vanilla layers so you don't make dirty edits -I think there's a Bethesda Mod School video with tips on this.
 
If it's just the Children left on your list you could place an activator trigger in the crater cell, covering a decent enough area to ensure the player passes through it and put one of the default scripts like DefaultSetGlobalOnTriggerEnter or to set a stage in a custom quest (like in this tutorial by Seddon).
O.O That's a great idea that's so simple, I would have never thought of it. (I generally make things more complicated than need be...) :agree:
PS. If you add stuff to a vanilla cell, make sure to first lock all the vanilla layers so you don't make dirty edits -I think there's a Bethesda Mod School video with tips on this.
Through the creating of (to many to count) dirty edits. I have got myself in the habit of entering a cell, immediately creating a layer, select that layer, right click the layer and choose freeze all other layers. It has saved me countless headaches and oopsies. :scratchhead
Generally, I think you are right to look for quests and stages, this sets the UsageRequirements instantly. Some of the other checks are only done e.g. once a day, to limit the strain on the game.
I didn't know that quests were an exception. I have been using Globals for unlock requirements.
@yaugieLC Good luck! :)
 
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