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Showing results for tags 'constructible object'.
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I created a new bed to use in my settlements that is a copy of the sleeping bag but uses the NIF for a pile of leaves from the Landscape NIFs. Once created in CK, I experienced the following circumstances in game: 1. I can build the bed in Workshop mode and assign settlers to the leaf pile, as normal for a bed. I can also store and scrap the leaf pile, as normal. 2. When I hover the build mode cursor over the leaf pile and select it, the leaf pile does not always get the glowing green nimbus around its outline, especially right after I build it. However, if I exit build mode after I build the leaf pile and then start build mode again, I usually get the glowing green nimbus around the leaf pile. 3. When I select the leaf pile in build mode, I cannot move it or rotate it. The issue seems to be related to the NIF because when I go back and change the NIF in CK to the original sleeping bag NIF and reenter the game, I can move and rotate the sleeping bags that used to be leaf pile beds. I can also rotate the leaf pile bed in build mode before I place it, but once it is placed, I am no longer able to move or rotate the leaf pile when I select it in Build Mode. Does anyone know why the leaf pile NIF would change the ability to manipulate the bed in Workshop Build Mode? Is there some characteristic of the leaf pile NIF that needs to be changed?
- 5 replies
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- constructible object
- workshop build mode
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Hey, so I recently began work on a mod involving some new settlement things to build. Including new flags. First flag I made is fine, and I can build as many as I like. But then I made about seven or so more derived from my first flag's entry. Basic replication technique we all use by now, I'm sure. I'm most thankful for any information you could provide to solve this. Thing is, though, that for some reason, even though these flags are derived from my working flag right down to the bgsm files. They crash the game. I can make about five of them, and then, usually with a one second increment from building the last one, the game crashes. With all the settlement mods on The Nexus as it is, perhaps this is a common problem lots of people face at some point. So I hope someone has the answer. Here's some snapshots of the data entries, I only included three of the workshop ones since the post is getting bloated. I can provide more info if needed. I am also using the manual material swaps since my presets did not appear in the listing. Not even when I unchecked valid only. I don't know if that's relevant in any way.
- 6 replies
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- ck
- constructible object
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Hello, This is my first post. I'll try to provide sufficient details and not write a hopeless request. I have decided to make a "Smeltdown" mod. After some research, it turns out there are at least three others in existence. However, they each have drawbacks and I want to make one that does not have these drawbacks and learn about modding at the same time. Essentially I am making a number of recipes that convert metal-containing items back in to a certain number of ingots. However, I would like these reciped to be: Only visible when the required items are at hand Only visible when there are at least 1+ non-equipped required items Only visibile when, in addition to point 2, there are at least 1+ non-favorited required itemsAt the moment I have managed to find information relating to 1 and 2, to work out it is something like the following (in the recipe's Constructible Object window): Target Function Name Function Info Comp Value Operator PL GetItemCount Item: 'Foo' >= 1 AND S IsEquipped >= 1 AND S IsInFavorState >= 1 AND ... However, I know this won't work, since lines two and three are not right as they are. I suspect IsInFavorState is entirely the wrong function, but it is the most appropraite-sounding one I could find. So, my questions: Is what I am trying to do possible? How do I go about doing it? What mistakes did I make? Where should I have found the information, rather than posting here?Thank you & regards, -- quixotic-cynic
- 18 replies
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- constructible object
- recipe
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