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Need Help Finishing A Mod Please


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Hello fellow modders!

 

I'm working on what I thought was a variation of an existing mod posted on Nexus and well I'm sure you know how that goes.

Once you feel the power of creation that is G.E.C.K., there is no stopping the 'GOD' in us.

 

I am usually the type of person that if confronted with a series of tasks, will take the most daunting one first to accomplish it and get it out of the way early.

However, the GECK forced me to do what was easiest to me first.

I now have everything placed where I want it down to corresponding x,y,z axis for symmetrically placed objects.

 

I come to you here now on the forums for so good ole fashioned hand holding.

 

Speaking of which, that is exactly what I need in the form of help.

I am asking, nay, begging you..

If you know the answer to any of my dilemmas posted here, please dumb your answer down to the simplest form.

(speak n00b to me).

Don't answer 'just add a script'.

I warned you in advance.

I need the script, and exactly the process of where/how to place it.

 

Yes, I do realize the amount of help available to most, if not all of these questions on the interweb and I have searched....extensively.

I am here because I have either not found a clear answer and couldn't write the person to ask to clarify or I just simply could not comprehend what I was reading.

Have you seen the half-screen video tutorial on YouTube to set up a light circuit?

I think all I remember from that was the distracting music and the 4 pain killers I swallowed after watching it.

 

That being said, please answer these questions only if you have modded before and used exactly what I'm asking in one of yours OR you know the answer like the back of your sweet, smooth bottom.

I had someone posing as a modder on another forum give me advice that nearly changed all items in game.

(even a n00b like me caught that one)

 

This post probably could've been a series of 10 or so questions without repetition but I added photos because I wanted anyone with the knowledge to answer these to see what I see.

Just in case it was a 'depends on this' answer.

 

I will remove any question asked here if I received an answer and fully understand the concept so I never have to ask it again.

If you're seeing the question here and know the answer, please help!

If you need me to send you the mod, please see one of the questions below regarding how I package this up for sharing.

If I send you the mod to work on, please be very careful not to move anything or put it back when you're done playing with it.

Trying to click around those damn light rays coming in from the roof are a migraine maker! (solved, thanks pixelhate!)

 

Don't be shy if your English is not good, I'm an old man and been around the world.

I have friends in many countries.

I will understand you or try my damn hardest to!

 

Also, If you've done some really outrageous mods and this stuff is like pre-school crap to you that you can finish in an hour, send me a PM.

 

Thanks in advance guys!

 

lB2C9Uu.jpg

 

********* KITCHEN *********

---------------
LIGHTING
---------------
2 light fixtures run on switch
(one in kitchen, one above dining table)

-----------
SINK
-----------
* Countertops (these are tables) & cabinets collide (both flicker in game)
> I think I may have solved this after finding out each item can have it's axis adjusted individually.
this may have just been because overlapping items were slightly off angle.

* Script kitchen cabinets to store 'Miscellaneous' items from player inventory with menu options <--> 'Store Misc. Items' 'Open Cabinet'

---------------
FRIDGE
---------------
* Script to give option to cool beer/nuka colas & meats in player inventory with menu options <--> 'Cool Beers' 'Cool Nuka Colas' 'Store Meats' 'Open Fridge'

--------------
OVEN
--------------
* Use RobCo Field Grill script to make oven function as this grill with meats from inventory.
Menu options to cook each type of meat provided they are in inventory.
>There is a 'CookStove' and a 'RICookingScript' but the script requires a small energy cell.
Rather not have this requirement and the 'CookStove' looks like crap.
Can another stove be used and with what script?
(Regardless, I have no idea how to make this fuction if I didn't have issues with the stove and script)

-----------
MISC.
-----------
* mop bucket & broom in corner move when refrigerator door is opened.
* cutting board and items on it <--> make static, remove dialoge option to take these items but allow them to still be moved by player. (decoration only, no player aquire)

 

WgSMoIv.jpg

 

********* LIVING ROOM *********

-----------
STAIRCASE
-----------
Make all static
[sides]
* WoodPlank01 -> Edit -> Obstacle?
* WoodPlank01 -> Edit -> Obstacle?

[steps]
* WoodShelves -> Edit -> Obstacle?

* 'walking on wood' sounds up stairs

* Under staircase Steamer Trunk stores and sorts all ammo from player inventory (with menu)

-----------
FIREPLACE
-----------
[on mantle & below]
* BB Gun, BBs <--> make static (no aquire)
* Spatula, Brahmin Steak, Coffee Kettle <--> make static (no aquire)

[Coffee Kettle]
* add script (with menu) to purify water in inventory

[Ashes in fireplace]
* remove 'search ashes' option when ashes targeted by player

*add script from Mazas portable campfire and create a menu to <--> 'light fire' 'cook meat' 'extinguish fire'

>> script should be as follows:
Player menu options:
'light fire' 'cook meat' 'extinguish fire'
>Choosing 'light fire' triggers flames and flicker effect on.
>Choosing 'cook meat' opens additional menu for player to choose meat from inventory to prepare (one at a time).
>Choosing 'extinguish fire' triggers flames and flicker effect off, original wisps of smoke animation from ashes then play.

reference file: http://www.nexusmods.com/fallout3/mods/1872/?

[left shelf]
* all items static except storage box, but still movable by player.
>storage box not scripted

[right shelf]
* Bat, Glove, Hat, Ball <--> make static (decoration only, no player aquire)

 

4Z2K9av.jpg

 

********* BEDROOM/LOFT *********

------------
DRESSERS
------------
* Left <--> Store all 'Casual' clothing from inventory (outfits, hats, bandanas... etc.)
* Right <--> Store all 'Armor' from inventory

* various items <--> make static (decoration only, no player aquire)


*Bobblehead display does this work just by placing it down?
>does it matter I reduced the size to fit on the left dresser
(will the bobblehead size adjust to fit when placed?)
>how do I <--> make static (decoration only, no player aquire)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

********* Miscellaneous Items & Questions *********

* Make cabin 'companion friendly' (follow inside, sleep, "relax")

* 'textures', 'meshes' folders.. how do I package this Mod up after completion for sharing?

* How do I know what other .erms were used and will be needed to run this Mod properly?
(yes, I enabled the option to load multiple masters)

* does every item I modify either through changing a script, adding a script or simply changing its size have to have a 'renamed duplicate' made in order not to change all the same ones in game for everyone that DLs this?

* silly anal question, but how do I get this mod to be classified as "Structures" in the NMM and not just uncategorized?

* I have seen certain features of other mods I would like to add to mine.

What files do I need to incorporate into mine from their mod that would enable it to work in mine?

I opened in GECK for example, the portable campfire mod and saw about 4 files in that mod to get it to run.

How do I get that to work on my fireplace and not be portable?

Edited by iDisOrder
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Making objects static or movable static is fairly simple. the first thing you'll need to do is to us FOMM BSA browser to unpack the entire Meshes BSA and any DLC meshes BSA your mod requires. (I suggest unpacking to a folder on your desktop)

 

I'll use the baseball bat as an example here but the process is the same for any static, movable static and activator you want to create.

 

Open up the form for the baseball bat and look at it's world model, this should be something like meshes\weapons\2handmelee\Baseballbat.nif. find the baseballbat.nif in the meshes folder you extracted with FOMM and copy it to your Fallou3\Data\meshe folder (If you don't have a meshes folder already create one) note: for this to work properly the file paths you create must be exactly the same as they are in the meshes.bsa. you would be creating this loose file in Fallout3\data\meshes\weapons\2handedmelee.

 

Once you have the loose .nif if your game open up any static form painting, poster, rug, it doesn't matter at this point. Change the form ID to something unique like MyModbaseballbatStatic. Click the edit button next to the model and navigate to the baseball bat you have added to your game and select it.

 

click OK and the GECK will ask you if you want to create a new form click yes.

 

Now you have a new static baseball bat that you can use to replace the vanilla bat on your wall.

 

This method can be used to make your movable statics for the cutting board too just start with something like the milk crate which is a movable static form.

 

Don't forget to go back and remove the loose file for the bat from your game it is no longer needed because you file path for the new static bat is the same as the file path in the BSA.

 

Your correct about you flashing texture issue the models are fight and you can just move one up or down by .01 or so to solve the issue.

 

The bobble head stand is a lot more complicated and you really should look how it's done in vanilla there are the bobble heads you find in the world and there are also activator bobble heads on the stand for when there placed. the scripting is fairly easy to edit and get to work the way I assume you want (which is if you place a bobble head in your home it shows up there and in the megaton or Tenpenny home too and vise versa)

 

you'll have to add all the activator versions of the bobble heads to your mod place them on the stand at the scale that fits the scale of your bobble head stand. Next open each one up and about Base object (which is the form ID) you see a blank field called Reference editor ID. Name it something like MYMODBobbleheadSTR for Strenth. At the bottom of the form you'll see Persistent Reference and Initially Disabled.

 

After you have them all set properly with unique Ref Editor ID's you have to edit the bobble head stand script this is fairly straight forward you would have to find the vanilla bobble head ref that corresponds to your new ones and add this line under it

 

And this is an example you would need to use the Ref Editor ID's you created.

 

MYMODBobbleheatSTR.Activate

 

My bad I meant "MYMODBobbleheadSTR.Enable"

 

Again doing this for all bobble heads.

 

 

I do highly suggest looking around the vanilla player homes to see exactly how it was done originally to get an understanding of how the Dev's named there bobble heads and how the script works. I also know opening the vanilla player home cells can feel a little intimidating because there just chalked full of stuff for all the themes,

 

Here is a little trick to help make things a little easier to see. select one or all of the red xMarkers you see in the cell and While holding shift press 1,1 that is pressing the one button twice this is similar to how you hide those annoying light rays but by holding shift your telling the GECK to hide any Reference that is linked to that Xmarker.

 

Example of an edited script for the megaton home which will enable the bobble heads on both the Megaton stand and a stand in a custom home. you would have to make the same edits to the Tenpenny stand script also if you want the bobble heads to activate there too.

scn BobbleheadDisplayMegatonScript

begin OnActivate
if IsActionRef player == 1
if BH01.Carrying == 1
	Set BH01.Carrying to 0

	if ( BH01.HaveAGL == 1 )    ;checks if the player has the bobble head
		MEGAGLRef.Enable      ;Enables the bobble head activator on the megaton player home stand
		MyModAGLRef.Enable   ;Enables the bobble head activator on your mod bobble ahead stand
		Player.RemoveItem BobbleheadAGL 1   ;removes the bobble head from the player
	endif

	if ( BH01.HaveBART == 1 )
		MEGBarterRef.Enable
		MyModBARTRef.Enable
		Player.RemoveItem BobbleheadBART 1
	endif

	if ( BH01.HaveBGUN == 1 )
		MEGBigGunsRef.Enable
		MyModBGUNRef.Enable
		Player.RemoveItem BobbleheadBGUN 1
	endif

	if ( BH01.HaveCHA == 1 )
		MEGCHARef.Enable
		MyModCHARef.Enable
		Player.RemoveItem BobbleheadCHA 1
	endif

	if ( BH01.HaveEND == 1 )
		MEGENDRef.Enable
		MyModENDRef.Enable
		Player.RemoveItem BobbleheadEND 1
	endif

	if ( BH01.HaveERGW == 1 )
		MEGEnergyWeaponsRef.Enable
		MyModERGWRef.Enable
		Player.RemoveItem BobbleheadERGW 1
	endif

	if ( BH01.HaveEXPL == 1 )
		MEGExplosivesRef.Enable
		MyModEXPLRef.Enable
		Player.RemoveItem BobbleheadEXPL 1
	endif

	if ( BH01.HaveINT == 1 )
		MEGINTRef.Enable
		MyModINTRef.Enable
		Player.RemoveItem BobbleheadINT 1
	endif

	if ( BH01.HaveLOCK == 1 )
		MEGLockpickRef.Enable
		MyModLOCKRef.Enable
		Player.RemoveItem BobbleheadLOCK 1
	endif

	if ( BH01.HaveLUK == 1 )
		MEGLUKRef.Enable
		MyModLUKRef.Enable
		Player.RemoveItem BobbleheadLUK 1
	endif

	if ( BH01.HaveMEDI == 1 )
		MEGMedicineRef.Enable
		MyModMEDIRef.Enable
		Player.RemoveItem BobbleheadMEDI 1
	endif

	if ( BH01.HaveMELE == 1 )
		MEGMeleeRef.Enable
		MyModMELERef.Enable
		Player.RemoveItem BobbleheadMELE 1
	endif

	if ( BH01.HavePER == 1 )
		MEGPERRef.Enable
		MyModPERRef.Enable
		Player.RemoveItem BobbleheadPER 1
	endif

	if ( BH01.HaveREPR == 1 )
		MEGRepairRef.Enable
		MyModREPRRef.Enable
		Player.RemoveItem BobbleheadREPR 1
	endif

	if ( BH01.HaveSCNC == 1 )
		MEGScienceRef.Enable
		MyModSCNCRef.Enable
		Player.RemoveItem BobbleheadSCNC 1
	endif

	if ( BH01.HaveSGUN == 1 )
		MEGSmallGunsRef.Enable
		MyModSGUNRef.Enable
		Player.RemoveItem BobbleheadSGUN 1
	endif

	if ( BH01.HaveSNEK == 1 )
		MEGSneakRef.Enable
		MyModSNEKRef.Enable
		Player.RemoveItem BobbleheadSNEK 1
	endif

	if ( BH01.HaveSPCH == 1 )
		MEGSpeechRef.Enable
		MyModSPCHRef.Enable
		Player.RemoveItem BobbleheadSPCH 1
	endif

	if ( BH01.HaveSTR == 1 )
		MEGSTRRef.Enable
		MyModSTRRef.Enable
		Player.RemoveItem BobbleheadSTR 1
	endif

	if ( BH01.HaveUARM == 1 )
		MEGUnarmedRef.Enable
		MyModUARMRef.Enable
		Player.RemoveItem BobbleheadUARM 1
	endif
else
	ShowMessage BobbleheadNone
endif
endif
end

questions

 

"* Make cabin 'companion friendly' (follow inside, sleep, "relax")"

 

you have to do the navemesh and finalize it there is a really easy to follow tutorial on you tube. it is an official Beth GECK tutorial I would look for there channel they have many good tutorial.

 

"* 'textures', 'meshes' folders.. how do I package this Mod up after completion for sharing?"

 

This all depends on if you used any custom assets which are not included in the vanilla BSA's if you didn't you just pack your .esp up in a zip or 7z archive and your ready to upload.

 

If you used custom meshes or texture in your mod these will also have to be included with your mod. folder structure would be MYMOD folder insied is MYMOD.esp Textures folder (If applicable) Meshes Folder (If applicable) and any subfolder/files that are exclusive to your mod.

 

"* How do I know what other .erms were used and will be needed to run this Mod properly?"

you can find this info several ways.

1. just open the mod in GECK when it's loaded click the load mod button it will show you all the active masters and plug-ins in the list.

2, simply open FOMM or NMM and select your mod next to it's name you'll see all the requirements.

3. load the mod with FO3edit and all needed requirement will load if you is missing you'll get an error and the mod will not load. (This is the same for The GECK It will also not load a mod if a master is missing so assuming you didn't delete something by accident your mod will load and show the requirements.)

"* does every item I modify either through changing a script, adding a script or simply changing its size have to have a 'renamed duplicate' made in order not to change all the same ones in game for everyone that DLs this?"

Items that you modify the script, model, texture, stat will require a new Unique form ID to avoid changing on mass for the entire game that form.

Acception to this rule are cases where you intend a global change. Example above where I showed how to edit the Megaton Bobble head stand script to also activate bobble heads in your home. If you didn't want to do it that way you would need a Unique bobble head stand and wright a new script for it that did or did not include the Megaton/tenpenny ref's.

items that you change the size or anything in the first window you see when opening the form (with out hitting the edit button) do not require an new unique form ID and will not change on mass in game. those are item specific changes.

"* silly anal question, but how do I get this mod to be classified as "Structures" in the NMM and not just uncategorized?"

this is done when uploading your mod you have the choice to tag the file to a category,

"* I have seen certain features of other mods I would like to add to mine.

What files do I need to incorporate into mine from their mod that would enable it to work in mine?

I opened in GECK for example, the portable campfire mod and saw about 4 files in that mod to get it to run.

How do I get that to work on my fireplace and not be portable?"

This is a more complicated question involving asking usage permissions from the original author.

One thing you could do however is if you like a feature in another mod download it and look at how it works in GECK. Then try to reverse engineer it for yourself. I have never tried that mod so I am not entirely sure how it works.

 

How this was clear and helpful

Edited by chucksteel
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.......................... Hope this was clear and helpful

wow!

that was a lot to take in.

I knew this wasn't going to be easy.

I read it through once just to see what I'll be dealing with and I'm sure I'll have your post open while I attempt these.

Thank you so much for being so detailed in your explanations.

Now let's see if this old brain can pull it off.

:teehee:

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I really should have proof read my post so many typos! :wallbash:

 

still hope it's helpful! :dance:

HA!

I'm the king of typos... I look down at the keyboard when I hunt and peck!

no worries at all.

I can surely read the language I helped invent

:blush:

 

my concern is understanding what you wrote :laugh:

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