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ThunderSpark91

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  1. So I have seem some tutorials here and there but they do not answer a question for me to help me with this scenario. You see I am currently writing a new custom script for a "Hopper" workshop item. It is based on WorkShop Hopper 03 in the creation kit. This script ofcourse extends from DLC05:WorkshopHopperScript. However I want to do something a bit more to this, to "Throttle" and to limit the fucntion cals I need to use a timer. However I want this timer to actually "Reset" everytime the Self.AddItem() happens here. The intial time will be 60 seconds (1minute) but I am gonna change it for testing later. And yes if you look into the code, this script is going to interact with Sim Settlements 2. However since KingsGrath did not yet publicied the code, I have removed the original code here to prevent leakage and to respect his work. Testing of my code has made it that it kind will lag if a lot of items are processed through Sim Settlements 2. So that is why I am introducing some throteling. Scriptname TS91_SS2ConveyorStorage:SS2ConveyorStorage extends DLC05:WorkshopHopperScript SECRET Property SECRET Auto Const workshopscript Property kWorkshopRef Auto hidden float countdownTimer1 = 60.0 Auto Hidden ; Initial countdown timer value Int Property TimerID = 1 Auto Int Property TimerCount = 0 Auto Event OnInit() ; initialize current projectile values SetOutputForce(ProjectileMagnitude) kWorkshopRef = Self.GetLinkedRef(WorkshopItemKeyword) as workshopscript ; #DEBUG_LINE_NO:3 endEvent Event OnTriggerEnter(ObjectReference akActionRef) If bAllowTriggerInput ; #DEBUG_LINE_NO:4 If akActionRef.IsDisabled() == False ; #DEBUG_LINE_NO:5 If akActionRef is Actor == False ; #DEBUG_LINE_NO:6 If akActionRef.GetBaseObject() is Container ; #DEBUG_LINE_NO:7 Self.AddContainer(akActionRef) ; #DEBUG_LINE_NO:8 Self.StartCheckContainersTimer() ; #DEBUG_LINE_NO:9 ; Start counting Timer here. Else ; #DEBUG_LINE_NO: Self.AddItem(akActionRef) Debug.Trace("SS2ConveyorStorageScript:" + "Container:" + self + "Workshop:" + kWorkshopRef) if Self.GetItemCount() > 10 Debug.Notification("Item Treshold reached") ExecuteSimSettlements2Code() if Self.GetItemCount() > 1 kWorkshopRef.AddItem(akActionRef as Form, 1, False) EndIf EndIf EndIf ; #DEBUG_LINE_NO: EndIf ; #DEBUG_LINE_NO: EndIf ; #DEBUG_LINE_NO: EndIf ; #DEBUG_LINE_NO: EndEvent Function ExecuteSimSettlements2Code() If TimeISRUN OUT executed the code SECRET CODE GETS EXUTED HERE ; Reset Time here endFunction
  2. I really want to see more Buisiness mods Like Run a Shop or Run the Lucky 38 and I got an Idea for you guys but I think It maybe too big for modders to handle. Even so I really want to see this happen and that is the repair of the Sunset Sarsaparilla HQ in to a factory that you can run later on. Here is the thing: real world explanation from the Wikia: Sarsaparilla is a type of bitter root found in Central America which was originally used for medicinal purposes; owing to the root's bitterness, it was combined with sweetened water to make dosing more palatable. In America, the bark and oil of the sassafras tree was added to the formula; this root beer eventually became a popular drink in the late-19th-century Old West. The similarity of the two roots' names led to the informal nickname of "Sasparilly." So Technically you can make the drink by yourself since the recipe is not that really hard to figure out so why not repair the factory to produce more: I suggest that this thing needs allot of Caps to invest in the repairs production of the Recipe (Farming) and the trading with Crimson Caravan's. Also this might also be possible for a seperate Nuka Cola Factory which works kind of the same way.
  3. I am searching for a mod in where you can banish an npc's to a different dimension you can then later access to kill him/her/them there or there when the body then will disappear and the loot wil go to a chest in-case of it is an npc you NEED to loot to get for a quest and to delete valuable objects. Of course it may be that the body will be deleted with no loot left to gather so you must consider carefully. Just a mod to banish npc's (multiple) to a realm/dimension were you later can revisit them to kill them and soul trap them. This may happen automatically or you will have to it on your own. If the mod has balancing installed in it then its fine for me.
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