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benstei21

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About benstei21

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    Norway
  • Currently Playing
    Fallout 4
  • Favourite Game
    Rainbow six siege and Fallout

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  1. Hello! I have encountered a problem. I found out you can click the show sky option to make the sky available in the cell. Sadly when I set the weather to foggy the whole cell turns foggy. Is there any way I can make this only affect the lightbox/ roommarker that the ceilingwindow is in? Thanks!
  2. So recently I have found out how to make a custom bobblehead stand. I found out my methode had worked for a long time, only that it is the interror cell`s fault that the bobbleheads dont display on my display. If I place the same object outside the bobbleheads display :wallbash: I thought about it and it sounded weird to me so I placed the default bobblehead display inside my interrior cell and it did not display there either :huh: I have also noticed that if I close Fallout 4, edit my mod and hotload save it to my game. Some of the changes dont take place. An example of this can be moving a painting. Anyone who have had the same problems and/or could help me?
  3. So for a pretty long time I have been working on my player home mod. It is my fist player home so I dont really know what I am doing :P but to the point. I placed a workbench/workshop inside the inside cell. It is working the way I want it to work, but the objects I place out does not have a texture/mesh. They have a green outline from the settlement mode when I try to place them, but when I place then the only thing that is there is the hitbox/collusion. I have tried reinstalling fallout and trying to use another save to test it, but it still wont work? What should I do?
  4. Thank you. Sorry for late reply. I didnt get the first part to work. I switched out the default bobblehead display case with a wooden shelf. Moved the nodes, but when I imported it into the game it didnt have any collision and I didnt get the prompt to open/access container. I know the nodes are at the right place, but what else am I doing wrong? Sorry if these are stupid questions, but I am new to this :laugh:
  5. Oh wow. I didnt think about that. I have never used nifskope before so that will be fun :happy: I am working on it right now and I have a few more questions. 1. Can I just make a NIF file containing the nodes of the bobbleheads instead of having the nodes and a model? Lets say I make a shelf inside the CK. Then I can place the nodes on top of it. Would that work?. Is it not just to make the collision of the node collection a little bigger so that the "activate/open container" prompt will show when hovering over more than just the nodes? 2. Is there any way to change what is shows? Lets say I want to make a misc item display that displays items the same way. When you place, lets say a nuka cola inside the container. How do I specify what item to display and how do I make it so that it displays the right version of the item? (nuka cola default, quantum ect.) Is there a limit to what items this sort of method works for?
  6. So I am working on my player home. I was thinking about making a custom bobblehead display, but I cant figure out how to make it :confused: I looked at the script attached to the original bobblehead container, but to be honest. I didnt understand much. For my second question if I get it to work. How do I program in where the bobbleheads are going to be located/displayed after they are placed inside the container? Sorry if this is a dumb question, but I didnt find any posts or youtube videos about it
  7. Thank you for all the replies. I got it to work :laugh: I will remember to post on the creation kit and modders forum next time
  8. I added it to the script, but it still didnt work :/ Still compiled without errors
  9. Well I am trying to make a design shown in your video RedRocketTV. Its the video where you show of your weapon racks. I can probably figure out how to use a formlist to limit the items possible to put in the cointainer by myself, but I need it to somehow enable the clutter Static colletion inside the shelf if 1++ items are added. When there are less then 1 item inside the container I want the clutter to get disabled. I tried using getItemCount, but could not figure out how to transform the "output" generated from GetItemCount to making an action and disable/enable the clutter. Here is the whole script I made. Its not much but.... Scriptname KitchenCounter1Script extends ObjectReference ObjectReference Property KitchenShelf1FoodClutter Auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) KitchenShelf1FoodClutter.Enable() EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) KitchenShelf1FoodClutter.disable() EndEvent
  10. So I am trying to use this easy script here, but it wont work. I have no idea on how to fix it Event OnItemAdded(ObjectReference akActionRef)KitchenShelf1FoodClutter.Enable()EndEvent Event OnItemRemoved(ObjectReference akActionRef)KitchenShelf1FoodClutter.disable()EndEvent
  11. So as the title says I want to create a custom bobblehead display in my mod using the Creation kit. I looked at the script that the default bobblehead display had and to be honest, didnt understand much :laugh: I looked at a tutorial from Darkfox127 that made me understand a little bit of it, but cant figure out how I can do this with the bobbleheads. Do I need to place every bobblehead on the shelf and then code it in? And as I understood it, are there some sort of quest related to each bobblehead? The shelf will just be standing on a wall. I am not going to make it so that the in-game workshop can move the shelf. The bobbleheads, as I planned it, was going to be standing ta different hights and at different possitions (not like the one in-game where they all stand in-line). Is this possible? And at last how do I make it so that the container does not accept other items and gives them back if you try to move them. Can someone plz explain how I can do this? Here is the tutorial:
  12. Didnt take long before I ran into some errors :/ So I made an invisible activator that works fine ( it removes itself after I activate it without having to use any script or anything so that is nice). on the activator I have used this script; Scriptname DisableCobweb1 extends ObjectReference ObjectReference Property CobwebNROne Auto Event OnActivate(ObjectReference akActionRef)(CobwebNROne.IsEnabled())EndEvent I have directly linke the cobweb (with an uniqe object ID; CobwebNROne) on to the script and set it so that onActivate it should disable the object. The problem is that when I activate the activator it dissappears, but does not disable the cobweb. Do you understant what the problem is?
  13. Ok I will try. I have no coding knowledge so this will be fun haha :happy:
  14. So I have an idea I want to implament to my mod. The plan is that I want the settlement workshop to be covered in spiderwebs. When you look at the spiderwebs you get the option to click (E to remove web). When you click to remove the web I want it to maybe play a sound(?) and disappear. How do I do this? Do I need to use or make a papyrus script or is there an existing script I can use?
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