NachoNinjaGnome Posted November 20, 2013 Share Posted November 20, 2013 I've always thought that these futuristic computers were pretty lame as they barely do much of anything, so I've been trying to configure a terminal to exercise various functions. The question is, how? I'm still pretty new to the whole modding world and have been watching and reading tutorials every chance I get. I know how to configure a terminal to do various things, but I can't figure out how to set one to control more than one object and its children. This is fine if all you want your terminal to do is unlock something, but how would I go about setting a terminal to control door locks, container locks, lights AND turrets? If each terminal can only have one linked reference, how would I go about accomplishing this task? Can you linkedref to and from a sub-menu terminal? If so, wouldn't there need to be an instance of the sub-menu terminal in the cell? And if there IS an instance of the sub-menu terminal in the cell, how would you get that instance to activate its linkedref rather than that of the main terminal? Any insight and/or theories to this dilemma would be greatly appreciated. Thanks in advance, - NNG Link to comment Share on other sites More sharing options...
Werne Posted November 20, 2013 Share Posted November 20, 2013 You can do it through scripting. You can use a method similar to how decorating the Megaton house works, once you choose the dialogue option, it runs a script that activates the marker, which in turn activates all it's linked references. Attach a script to each terminal option toggling a specific marker connected to a specific reference, or make the script from a selection affect the reference directly. It's all about the scripts man. :wink: Link to comment Share on other sites More sharing options...
NachoNinjaGnome Posted November 20, 2013 Author Share Posted November 20, 2013 I appreciate the insight, I will start my examination of the player homes as I have time. I hadn't really thought to look at any scripts other than those attached to the vanilla terminals. I still don't have much in the way of experience with scripting in the G.E.C.K, but I do have some scripting knowledge. Though, the language is a bit different than I am used to working with, it shouldn't be too difficult to decipher. From what I've seen it's a bit more user friendly than languages like C++. Thanks a million, - NNG Link to comment Share on other sites More sharing options...
Nekobutch Posted March 14, 2014 Share Posted March 14, 2014 (edited) Not to revive a necro'd thread, but I thought I would put my own two cents in as far as how to make this happen.I will show you the easiest way, which is a method that I accidentally stumbled on, and works very well. -Drag and drop whatever object you want. (doors, chest, whatever. In this example I will use doors.)-Drag and drop any terminal you want to use.-Give the door a unique ID reference. Something you will remember. For example: DoorBumRushRef01-Press CTRL-D and make as many copies of that door as you want. If you want, say, a seperate door to close and lock when the other doors are activated, then just copy and give that door its own reference ID. Again, make sure it's something you will recall later on.-Double click on the terminal, edit its base, and give it its own unique ID.-Under item text, create two new texts. Name one open, and the other shut.-Put whatever message you want into the result text.-Make sure you put a check in the box for force redraw for both of the choices.-Copy and paste the following code into the Item Result Script box: ref myLinkset myLink to getLinkedRefmyLink.unlockExampleMainDoorRef01.setOpenState 0ExampleMainDoorRef01.lockDoorBumRushRef01.setOpenState 1forceTerminalBack -With that done, double click on each of the doors, and look for the Linked Ref tab. Set the link for each individual door for the terminal.-Now, this may sound weird, but it works, especially if you already have the extra door itself linked to a totally seperate terminal. Do the same with the terminal you just linked all those other doors to, and have that terminal linked to the door you want to close behind the player. It may seem like a lot of work, but given that even with scripting you still have to link the items via reference in order for them to work properly. In either case, it's the best I can do via an explanation. I will upload my unfinished mod that uses this self same example. When in game, since the door and terminal are both set to very hard for their levels, I will place the password for the terminals on the generator outside of the main door in the service tunnel if you want to download it, and get a better idea in case I botched this. Geting no sleep sucks... The file will be titled: APPrototype.esp. Edited March 14, 2014 by Nekobutch Link to comment Share on other sites More sharing options...
Nekobutch Posted March 14, 2014 Share Posted March 14, 2014 Ok, despite my sleep deprived state, and the fact that it took awhile for me to stay awake long enough. It's finally uploaded. If you find yourself confused, then just PM me and I will be more than happy to try to assist you. http://www.nexusmods.com/fallout3/mods/20167/? Link to comment Share on other sites More sharing options...
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