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FirstVaultDweller

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Everything posted by FirstVaultDweller

  1. i replaced my script with this one but get some errors and my craftable object is not working anymore: did i do something wrong ? :sad: Maybe ill try one more time if you know why it didn't work. If not ill give up. But still I appreciate it a lot that you take your time to help me out. :thumbsup:
  2. Thnx for your reply, I don't realy know mutch about scripting where should i put that lines? And i forget to say that the Activator is a craftable object in workshopmode and about replacing the Activator with a container, I start it with that in the first place but was imposible to link it to the workshop cos the workshop has his own container. So would be nice if i can do it without replacing the Activatpe,some simple script line that i can put inside my script.. Thnx again for your time.
  3. Hi all, i wanna change the inventory title on the top of a Activator(like when you open a container inventory), to be clear not the title of the activator itself. The problem is that the Activator is linked to a settlement Workshop so i can only change it if i change the title of the Workshop but don't want change that. So here is the script i using: Scriptname DCF_SupplyCrateFactory extends ObjectReference ObjectReference Property MasterContainer Auto auto STATE closedPosition EVENT onActivate(objectReference triggerRef) gotoState("busy") ; Wait for the open animation to complete. Utility.wait(0.1) ; Activate the Master Container. MasterContainer.Activate(akActivator = Game.GetPlayer(), abDefaultProcessingOnly = True) ; Wait till the Inventory Menu closes. The wait function pauses when the game is in menu mode. Utility.wait(0.1) ; Set the container as opened and re-activate it to end the animation. gotoState("openedPosition") Self.activate(Game.getPlayer()) endEVENT endSTATE STATE busy EVENT onActivate(objectReference triggerRef) ; Do Nothing. endEVENT endSTATE STATE openedPosition EVENT onActivate(objectReference triggerRef) ; Perform the closing container animation and sound. gotoState("busy") Utility.wait(0.01) gotoState("closedPosition") endEVENT endSTATE What line should i put and where? hope i explained well if not i have here 2 images for more clarity: 1. 2.
  4. Thnx for your reply i was hoping for a simple way add one line in the script or something. If it's easy to explain could you tell me how? thnx
  5. hi , i created a misc item and attached this script to it: Scriptname DCF_SchematicSupplyCrateNotification extends ObjectReference Event OnActivate(ObjectReference akActionRef) Debug.notification("You are now able to build a Supply Crate.") endEvent so when you pick it up in-game you get a notification that's what i want so it's working but the problem now is that the notification shows up every time i pick it up it has to show only the first time. How can i fix that somebody any idea?
  6. WoW it's working thank you very much :thumbsup: two months i was looking on forums and internet for a solution could not find one and almost give up now you give me a simple and fast (GOLDEN) solution. Finely YES :dance: :cool: H A V E A N I C E D A Y :cool:
  7. Thnx for your reply :thumbsup: i'm not good in scripting and new in modding this is my first mod. So i would very much appreciate it if you can explain me where i can find that line of script or where to put it. Should i put it in the script that i use or new one or somewhere else i realy don't know ? :unsure:
  8. hi everyone, I hope you guys can help me out . So i was able to make a custom craftable Activator and link it to a specific workshop workbench with this script: using CK Scriptname DCF_SupplyBoxFactoryScript extends ObjectReference ObjectReference Property MasterContainer Auto auto STATE closedPosition EVENT onActivate(objectReference triggerRef) gotoState("busy") ; Wait for the open animation to complete. Utility.wait(0.1) ; Activate the Master Container. MasterContainer.activate(Game.getPlayer()) ; Wait till the Inventory Menu closes. The wait function pauses when the game is in menu mode. Utility.wait(0.1) ; Set the container as opened and re-activate it to end the animation. gotoState("openedPosition") Self.activate(Game.getPlayer()) endEVENT endSTATE STATE busy EVENT onActivate(objectReference triggerRef) ; Do Nothing. endEVENT endSTATE STATE openedPosition EVENT onActivate(objectReference triggerRef) ; Perform the closing container animation and sound. gotoState("busy") Utility.wait(0.01) gotoState("closedPosition") endEVENT endSTATE So it's exactly what i want and that is to be able share resources from everywhere with a specific Workshop Workbench with a custom craftable Activator. It's working fine only one problem is that when i activate it, it start also the workshop mode , How can i get rid of that and have only the inventory menu open? (or maybe someone can fix it for me if i upload my mod... ) I include video link so you understand better what i mean. Link to the Video
  9. Thnx for your reply i realy dont know how i make a script like option 3 , I would appreciate it if you can make or explaine me how i can do dat? if it is easy...
  10. Hello Fellow Dwellers, i'm a bit new in modding so what i want is to make a custom craftable workbench and link it to the a specific workshop workbench without to put the custom workbench in the world by using CK. So i was able to make a custom workbench and know how to make it craftable , but now i don't know how to make it so that when i'm crafting the workbench in game that it is automatically linked to the specific workshop workbench. (like ' Linked Ref ' in CK only now must be included in the craftable workbench ) my English is not perfect so hope i explained good and you guys can help me out here. i uploaded a image also for better understanding.
  11. Hello Fellow Dwellers, i'm a bit new in modding and this is what i want is to make a custom craftable workbench and link it to the a specific workshop workbench without to put the custom workbench in the world by using CK. So i was able to make a custom workbench and know how to make it craftable , but now i don't know how to make it so that when i'm crafting the workbench in game that it is automatically linked to the specific workshop workbench. (like ' Linked Ref ' in CK only now must be included in the craftable workbench ) my English is not perfect so hope i explained good and you guys can help me out here i uploaded a image also. The mod is a update for my 1st mod
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