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Showing results for tags 'constructible'.
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I have this - Event OnActivate(ObjectReference akActionRef) ObjectReference term = (MyTerminal as ReferenceAlias).getReference() ObjectReference localContainer = GetLinkedRef(WorkshopParent.WorkshopLinkContainer) MyQuest.setStage(30) EndEventWhen the terminal is accessed, the stage does get set to 30. However with debug notifications on, localContainer is NONE. I'm doin' it wrong, but I'm not sure if I'm using the wrong function, or if it's in the wrong place. This Event is in the terminal script, and otherwise seems to function correctly. MyTerminal is declared a reference, it's in the associated Quest as an alias, and it fills correctly here and elsewhere; I seem to be detecting and getting the terminal 3d correctly, but I don't think I'm telling it to look for the local workshop's linked containers correctly. Any advice appreciated. I'd thought since the terminal is a co_, its parent would be the local workshop - no?
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Is it possible to use an array for a required ingredient in a crafting station? For example, my Breakfast of Champions is crafted in the cooking station with Sugar Bombs and beer. The beer MUST be a beer object with formID 0011EA93. It would be more robust if the player could use any of the beer or liquor variants. The old LPC way to do this was to create an array of acceptable items, then check that the player had an item on that list at the time of crafting. I'm just using the breakfast as an example. There are many things that could be improved with arrays. A Nuka Cola grenade that could be crafted with any of the warm/cold/flavored empty bottle variants is another example. So far, the only way I see is to require the scrapped component (glass instead of bottle), but that adds a trip to the workshop and makes it more tedious on the player. I suppose if the modder created an object with a custom crafting script, that would be possible. (Example: a tool belt that deletes ingredients and clones a grenade when activated.) But it would be nice if arrays could be done with things listed in the different stations.
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First off, I'm new to this whole creation kit editing, & I'm not sure this is the best place to ask but at thispoint I'm a little desperate for a written answer to a simple question without scouring through 20+ minutes of video tuts:/I'm trying to add a few small things to scrap that the scrap everything and springcleaning mods missed. The only problem is I get far enough to create a constructibleobject, assign the WorkshopRecipeFilterScrap in the editor id, but how to I getthe objects in question to appear in the "Created Object" dropdown menu? When I go to find the objects, they appear in the cell view when I have the cell they're in selected (they're in Jamaica PlainEXT06), but no where else- not even in the object window when I search by id. So, how do I go about making the items into an object able to be noticed by the drop down arrow through the constructible menu? I feel pretty silly asking, & I imagine most of this can be chalked up to user error, but even after reading others instructions I don't understandhow to utilize the form list or make the 3d models into constructible items... thanks for any helpful answers!
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I'm a modding noob having a hand at CK. I just want to create some craftable clutter to improve performance. I've learned how to create a SCOL and make it appear in the workshop menu but I don't want a plugin for EACH object. How do I add several objects to a single plugin? They don't have to be in a new workshop menu or anything - just added to vanilla categories.
