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Creating custom upgrades/adding on to upgrades for vanilla player homes


Th3Boar

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Hey, guys and gals

 

I am a noob when it comes to making mods/scripting. So, I am working on a mod for the Riften player house Honeyside, in which I basically plan to add some more storage containers to some rooms wanting to add those to the original options and modifying the pricing and create an extra option as an alternative for the alchemy room upgrade (just like the enchanting room <-> Hearthfire kids room upgrade).

 

I have been following a tutorial from 2013 for the normal Skyrim and looked at one for Fallout 4, seeing as the CK does function sort of similarly from what I could tell from that video ( the major exception being the dialogue system ^^). But looking at the normal vanilla X Markers and checking out another mod called "Simply Honeyside" I noticed that unlike the tutorials they only use one X Marker per upgrade, linking the before-upgrade-objects to the same X Marker as the after-upgrade-objects. I am guessing that this requires more scripting than just using two X Markers called "old" and "new" and referencing them in a later script fragment?

 

So my questions are which version is easier to do for a noob, which is cleaner (performance wise) and is there a tutorial that I could use that may be more up to date than one from 2013 or a different game?

 

Thanks for considering helping.

Edited by secretsniper01
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When you double click on an item from the "before" house, like a crate or pile of hay in the basement, it is linked to the enable marker for decorating that room, but it has "Set enable state to opposite of parent" checked.

This way, it is there at first, but will despawn as soon as the marker is active and spawns the new stuff. If you're adding something you want to be there before upgrade, use the same enable marker as the upgrade, but

check that box, too.

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Oh, that is a lot easier than I originally envisioned it (which is great). That should help me out, for now.

Thank you, thumbincubation :)

 

If anyone can confirm this to be the best way of going about this or knows a better way, that isn't too difficult to achieve, I would appreciate it :)

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Ok, thank you for the reply Aragorn58.

 

On a similar note, another question has arisen: How can I make two rooms that have two different decoration themes but occupying the same space interchangeable via an NPC upgrades option menu?

So, as an example, like the way, Hearthfire's additional kid's bedroom can be switched for the enchanting room, for gold of course?

Any help is much appreciated.

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