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MaxShadow09

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Everything posted by MaxShadow09

  1. Hi people. I'm trying to make a simple "Bag of Holding", an item that opens a container when you consume it (like a chem). The container is located in a closed cell. The problem is that activating a container from the pipboy doesn't work. The script is executed, but the inventory doesn't show. I guess the game can't open another inventory while the pipboy is active. Is there a way to force close the pipboy?
  2. Nevermind, I found that I can add the reference as a script property, and attach it to the furniture. It works perfectly now :D
  3. Hi people, I'm new here, and completely new to FO4 modding. I'm trying to add craftable shared chests to the game, containers that share the same inventory no matter where they are. Basicly I create a closed cell with a few containers, and then I add craftable furniture fake chests that activate the real chests remotely. I found in a Skyrim tutorial that there is a script which does exactly that. It's called Activate_LinkedChestDummyScript, but I couldn't find it in FO4, so I tried to make it myself. Looking at some old post for FO3, I tried to adapt an old script to the new syntaxis and made this: Scriptname RemoteOpenContainer extends ObjectReference ObjectReference LinkedChest Event OnActivate(ObjectReference Activator) LinkedChest = self.GetLinkedRef() LinkedChest.Activate(Game.GetPlayer()) EndEvent Its supposed to activate a linked reference, every time the object itself is activated. If I add this script to a Static object, I could add the real chest as a reference, and perhaps it could work. However, the fake chest does not exist, it's a constructable item. So, to attach a script to it, I need to make it a Furniture, right? But as I can see in the Furniture properties window, there is not a way to add references to it. Is there another way to accomplish what I'm trying to do? Sorry if my question is too basic.
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