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Adding containers to the game world


Qrsr

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Any reason why PC cant open/interact with a container? I put a container on a world object rescaled the container slightly but i cant interact with the container ingame?

 

Background: i would like to override certain objects with slightly upscaled objects. In other word, replacing those vanilla objects. The CONT records look equal to the STAT objects i would like to replace. For some reason overriding tghese records is not possible. Im surely missing something.

 

-EDIT: my current guess is, its based on the NIF, i copied the NIF from a STAT to the CONT record.

--EDIT2: duplicated the STAT object as ACTI, doesnt work either - NIF? The only way i can think of now, is to create an invisible activator, maybe based on the boundaries?

---EDIT3: for now this should do it .. .https://zikul.tumblr.com/post/73865829885/creation-kit-tutorial-for-invisible

 

Alright, all done, the only question left is, in order to perform "GetItem" when using an activator i assume i have to add a script. So this is my last question here, since i couldnt find anything on the web as of now, are there any scripts available which will give item X or LVLI (leveled item) when using activator and thus making the activator disappear?

 

Thanks.

 

Addendum: Turns out i missed a keyword, now containers work perfectly fine, its also good to know that one can add;

AudioContainerNoAnimScript

this is very handy for NIF files which dont use an animation, but should play a specific sound file when open/close. E.g. this is used for deathclaw nest etc.

 

and/or

lockExtraLootSCRIPT

Which yield a lock check based on PC level (?) and is tied leveled lists per lock level.

Edited by Qrsr
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Heyas Qrsr.

 

Ok so I came late to this one. But reading over your original post, I was thinking that it may be a boundary issue.

What did you end up finding as the problem?

 

There Are level lists that control "generic" containers. Those are already in the game, and can be used, or can be used to create a custom LL for that particular container. You would just need to change the LL file that it's using.

 

If you are wanting a container that has a specific set of contents, and doesn't get hit by the randomized lists, you can add the contents of the container directly into it's file.

If you're wanting a container like this... by default I do not think that they respawn the contents. I haven't done enough work with them to know if there is a checkbox that would enable respawn or not tho :(

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I setup a container with new LL hats not the problem, the problem is, if i use an exisiting NIF which never was used as container NIF, it doesnt work which i found out lately. It seems the NIF must be setup to interact; open/close.

 

If you use a NIF which cant open/close you cant interact with the new container. I dont want to use vanilla containers.

 

I altely circumvent the issue like explained in the very last sentence of the first post.

 

If you're wanting a container like this... by default I do not think that they respawn the contents. I haven't done enough work with them to know if there is a checkbox that would enable respawn or not tho :sad:

In fact there is a keyword, you see it with alot of containers. You can set containers to respawn and not. Same logic applies to any world item "No Respawn" yes/no.

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Very good information to share, Qrsr, very much appreciated! :yes: :thumbsup:

 

That's... .... interesting.... .... that a container requires an animation, in order to qualify for being a container. And yes, I can clearly see the kind of limitations that factor causes!

I'm really glad that you were able to find a solution that allows to bypass that limitation.

It's an interesting one, and makes sense.

Especially some of these floor/wall chests that require a terminal to open them. I mean, I know that Beth uses the old "elevator to disguise the loading screen" trick. It wouldn't surprise me if they were using this to disguise that limitation.

 

Man, I miss the old 2d days!! You tell the script what to use as a container. If it contains an open/close version, you're good. If not, you just designate one version for open, one version for closed, all done.

 

OK cool. Yeah, I DID remember that there's something "sometimes" in there about respawn. Keyword makes sense, since beth likes to use those a LOT for fallout 4. And I haven't seen them in CK, only in Xedit.

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Cheers.

Especially some of these floor/wall chests that require a terminal to open them. I mean, I know that Beth uses the old "elevator to disguise the loading screen" trick. It wouldn't surprise me if they were using this to disguise that limitation.

 

Man, I miss the old 2d days!! You tell the script what to use as a container. If it contains an open/close version, you're good. If not, you just designate one version for open, one version for closed, all done.

 

OK cool. Yeah, I DID remember that there's something "sometimes" in there about respawn. Keyword makes sense, since beth likes to use those a LOT for fallout 4. And I haven't seen them in CK, only in Xedit.

 

In CK its no problem to setup keywords either its just a bit cumbersome, but once you get used to it, its very easy. xEdit however allow you to do it in an instant. I think the NIF logic itself is great, NIFs can be setup in very complex way, just think about the thistle script, NIF, it explodes once touched its once of the best survival additions in the whole game, funny thing is, the game only contains a handfull of thistles.. :D yeah the NIF container dilemma applies, if you watch closely everytime you interact with a container object you see an animation open/close, maybe there is a keyword to disable open/close so any NIF can be used, otherwise one can setup an activator/trigger box in order to refer to a container which is somewhere hidden underground or else.

Edited by Qrsr
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Addendum: Turns out i missed a keyword, now containers work perfectly fine, its also good to know that one can add;

AudioContainerNoAnimScript

 

 

this is very handy for NIF files which dont use an animation, but should play a specific sound file when open/close. E.g. this is used for deathclaw nest etc.

 

and/or

lockExtraLootSCRIPT

 

 

Which yield a lock check based on PC level (?) and is tied leveled lists per lock level.

Edited by Qrsr
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