fallout3modertobe Posted February 11, 2009 Share Posted February 11, 2009 how do you make your own Schematics and if you have any cool Schematics post them plz Link to comment Share on other sites More sharing options...
saamziel Posted February 11, 2009 Share Posted February 11, 2009 how do you make your own Schematics and if you have any cool Schematics post them plz this is very interesting i too would like to know how to create schematics Link to comment Share on other sites More sharing options...
Mugumaster Posted February 11, 2009 Share Posted February 11, 2009 I want to know this too :) ! TUTORIAL REQUEST *BAAAAAM* ! Link to comment Share on other sites More sharing options...
fallout3modertobe Posted February 18, 2009 Author Share Posted February 18, 2009 plz help Link to comment Share on other sites More sharing options...
cscottydont Posted February 23, 2009 Share Posted February 23, 2009 I haven't really messed with schematics but I think I may be able to offer a little enlightenment the schematics that you read in your pip boy are just notes and can be found in the geck in the items category (I believe) the ones you buy off traders or find on dead bodies are probably just misc items that use scripts with AddNote/RemoveNoteto "update" your schematics and I'm away from my good computer so I can't verify this, but I imagine the assembling of objects from schematics is all taken care of in the workbench script by checking what version of schematic you have and the required items Link to comment Share on other sites More sharing options...
Cipscis Posted February 26, 2009 Share Posted February 26, 2009 That's correct, the actual creation of weapons is handled in the Workbench script. Unfortunately, this means that adding new schematics can be rather difficult, as it will probably be completely incompatible with any other Mod that adds new schematics. For anyone who's interested, here is the workbench script from Fallout3.esm, which you can use to reverse-engineer most of the process of creating schematics:scn SchematicsWorkbenchScript ;workbench to create customized weapons ; 1. Which schematics does the player have? Display as buttons. ; 2. If has items needed to create, do it; otherwise display "error" message short HasItems short Button short item1 short item2 short item3 short item4 float weaponCondition ; calculate what condition the weapon is at when created ; how many of these weapons has the player made? ;short countBottlecap ;short countDartGun ;short countDeathclaw ;short countNuka ;short countRailway ;short countRockit ;short countShishkebab Begin OnActivate if IsActionRef player == 1 ; display message box of possible weapons set HasItems to 0 if GetHasNote SchematicsBottlecapMineNote == 1 || GetHasNote SchematicsDartGunNote == 1 || GetHasNote SchematicsDeathclawGauntletNote == 1 set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote == 1 || GetHasNote SchematicsRailwayRifleNote == 1 || GetHasNote SchematicsRockitLauncherNote == 1 || GetHasNote SchematicsShishkebabNote == 1 set HasItems to 1 endif if GetHasNote SchematicsBottlecapMineNote10 == 1 || GetHasNote SchematicsDartGunNote10 == 1 || GetHasNote SchematicsDeathclawGauntletNote10 == 1 set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote10 == 1 || GetHasNote SchematicsRailwayRifleNote10 == 1 || GetHasNote SchematicsRockitLauncherNote10 == 1 || GetHasNote SchematicsShishkebabNote10 == 1 set HasItems to 1 endif if GetHasNote SchematicsBottlecapMineNote20 == 1 || GetHasNote SchematicsDartGunNote20 == 1 || GetHasNote SchematicsDeathclawGauntletNote20 == 1 || GetHasNote SchematicsRockitLauncherNote30 == 1 set HasItems to 1 endif if GetHasNote SchematicsNukaCocktailNote20 == 1 || GetHasNote SchematicsRailwayRifleNote20 == 1 || GetHasNote SchematicsRockitLauncherNote20 == 1 || GetHasNote SchematicsShishkebabNote20 == 1 set HasItems to 1 endif if HasItems == 1 ShowMessage SchematicsWorkbenchMsg else ShowMessage SchematicsWorkbenchNoneMsg endif endif End Begin GameMode set Button to GetButtonPressed if ( Button >0 ) ; base condition is just repair skill set weaponCondition to (player.getav Repair)/100 if button == 1 ; bottlecap mine ; 1. check for schematics if GetHasNote SchematicsBottlecapMineNote == 0 && GetHasNote SchematicsBottlecapMineNote10 == 0 && GetHasNote SchematicsBottlecapMineNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount LunchBox > 0 ) && ( player.GetItemCount CherryBomb > 0 ) && ( player.GetItemCount SensorModule > 0 ) && ( player.GetItemCount Caps001 >= 10 ) ; 3. make it ShowMessage SchematicsWorkbenchSuccessBottlecapMsg player.RemoveItem LunchBox 1 1 player.RemoveItem CherryBomb 1 1 player.RemoveItem SensorModule 1 1 player.RemoveItem Caps001 10 1 ; Mines and Grenades are always 100% if player.gethasNote SchematicsBottlecapMineNote player.AddItemHealthPercent WeapMineBottlecap 1 100 elseif player.gethasNote SchematicsBottlecapMineNote10 player.AddItemHealthPercent WeapMineBottlecap 2 100 elseif player.gethasNote SchematicsBottlecapMineNote20 player.AddItemHealthPercent WeapMineBottlecap 3 100 endif PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countBottlecap to countBottlecap + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount LunchBox set item2 to player.GetItemCount CherryBomb set item3 to player.GetItemCount SensorModule set item4 to player.GetItemCount Caps001 ShowMessage SchematicsWorkbenchFailureBottlecapMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 2 ; dart gun ; 1. check for schematics if GetHasNote SchematicsDartGunNote == 0 && GetHasNote SchematicsDartGunNote10 == 0 && GetHasNote SchematicsDartGunNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ;2. check for components if ( player.GetItemCount PaintGun > 0 ) && ( player.GetItemCount RadscorpionPoisonGland > 0 ) && ( player.GetItemCount ToyCar > 0 ) && ( player.GetItemCount SurgicalTubing > 0 ) ;3. make it ;message "Dart Gun created." ShowMessage SchematicsWorkbenchSuccessDartGunMsg player.RemoveItem PaintGun 1 1 player.RemoveItem RadscorpionPoisonGland 1 1 player.RemoveItem ToyCar 1 1 player.RemoveItem SurgicalTubing 1 1 ; calculate condition set weaponCondition to (weaponCondition * countDartGunBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapDartGun 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countDartgun to countDartgun + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ;failure message set item1 to player.GetItemCount PaintGun set item2 to player.GetItemCount RadscorpionPoisonGland set item3 to player.GetItemCount ToyCar set item4 to player.GetItemCount SurgicalTubing ShowMessage SchematicsWorkbenchFailureDartGunMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 3 ; deathclaw gauntlet ; 1. check for schematics if GetHasNote SchematicsDeathclawGauntletNote == 0 && GetHasNote SchematicsDeathclawGauntletNote10 == 0 && GetHasNote SchematicsDeathclawGauntletNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount WonderGlue > 0 ) && ( player.GetItemCount DeathclawHand > 0 ) && ( player.GetItemCount LeatherBelt > 0 ) && ( player.GetItemCount MedicalBrace > 0 ) ; 3. make it ;message "Deathclaw Gauntlet created." ShowMessage SchematicsWorkbenchSuccessDeathclawMsg player.RemoveItem WonderGlue 1 1 player.RemoveItem DeathclawHand 1 1 player.RemoveItem LeatherBelt 1 1 player.RemoveItem MedicalBrace 1 1 ; calculate condition set weaponCondition to (weaponCondition * countDeathclawBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapDeathclawGauntlet 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countDeathclaw to countDeathclaw + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount WonderGlue set item2 to player.GetItemCount DeathclawHand set item3 to player.GetItemCount LeatherBelt set item4 to player.GetItemCount MedicalBrace ShowMessage SchematicsWorkbenchFailureDeathclawMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 4 ; nuka grenade ; 1. check for schematics if GetHasNote SchematicsNukaCocktailNote == 0 && GetHasNote SchematicsNukaCocktailNote10 == 0 && GetHasNote SchematicsNukaCocktailNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount MS05NukaColaQtm > 0 ) && ( player.GetItemCount TinCan01 > 0 ) && ( player.GetItemCount Turpentine > 0 ) && ( player.GetItemCount AbraxoCleaner > 0 ) ; 3. make it ;message "Nuka Cocktail created." ShowMessage SchematicsWorkbenchSuccessNukaCocktailMsg player.RemoveItem MS05NukaColaQtm 1 1 player.RemoveItem TinCan01 1 1 player.RemoveItem Turpentine 1 1 player.RemoveItem AbraxoCleaner 1 1 ; Mines and Grenades are always 100% if player.gethasNote SchematicsNukaCocktailNote player.AddItemHealthPercent WeapNukaCocktail 1 100 elseif player.gethasNote SchematicsNukaCocktailNote10 player.AddItemHealthPercent WeapNukaCocktail 2 100 elseif player.gethasNote SchematicsNukaCocktailNote20 player.AddItemHealthPercent WeapNukaCocktail 3 100 endif PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countNuka to countNuka + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount MS05NukaColaQtm set item2 to player.GetItemCount TinCan01 set item3 to player.GetItemCount Turpentine set item4 to player.GetItemCount AbraxoCleaner ShowMessage SchematicsWorkbenchFailureNukaCocktailMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 5 ; railway rifle ; 1. check for schematics if GetHasNote SchematicsRailwayRifleNote == 0 && GetHasNote SchematicsRailwayRifleNote10 == 0 && GetHasNote SchematicsRailwayRifleNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount Crutch > 0 ) && ( player.GetItemCount SteamGaugeAssembly > 0 ) && ( player.GetItemCount FissionBattery > 0 ) && ( player.GetItemCount PressureCooker > 0 ) ; 3. make it ;message "Railway Rifle created." ShowMessage SchematicsWorkbenchSuccessRailwayRifleMsg player.RemoveItem Crutch 1 1 player.RemoveItem SteamGaugeAssembly 1 1 player.RemoveItem FissionBattery 1 1 player.RemoveItem PressureCooker 1 1 ; calculate condition set weaponCondition to (weaponCondition * countRailwayBonus) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapRailwayRifle 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countRailway to countRailway + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount Crutch set item2 to player.GetItemCount SteamGaugeAssembly set item3 to player.GetItemCount FissionBattery set item4 to player.GetItemCount PressureCooker ShowMessage SchematicsWorkbenchFailureRailwayRifleMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 6 ; rock-it launcher ; 1. check for schematics if GetHasNote SchematicsRockItLauncherNote == 0 && GetHasNote SchematicsRockItLauncherNote10 == 0 && GetHasNote SchematicsRockItLauncherNote20 == 0 && GetHasNote SchematicsRockItLauncherNote30 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount VacuumCleaner > 0 ) && ( player.GetItemCount LeafBlower > 0 ) && ( player.GetItemCount FirehoseNozzle > 0 ) && ( player.GetItemCount Conductor > 0 ) ; 3. make it ;message "Rock-It Launcher created." ShowMessage SchematicsWorkbenchSuccessRockItMsg player.RemoveItem VacuumCleaner 1 1 player.RemoveItem LeafBlower 1 1 player.RemoveItem FirehoseNozzle 1 1 player.RemoveItem Conductor 1 1 ; calculate condition set weaponCondition to (weaponCondition * countRockitBonus ) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapRockItLauncher 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countRockit to countRockit + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount VacuumCleaner set item2 to player.GetItemCount LeafBlower set item3 to player.GetItemCount FirehoseNozzle set item4 to player.GetItemCount Conductor ShowMessage SchematicsWorkbenchFailureRockItMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif elseif button == 7 ; Shishkebab ; 1. check for schematics if GetHasNote SchematicsShishkebabNote == 0 && GetHasNote SchematicsShishkebabNote10 == 0 && GetHasNote SchematicsShishkebabNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsg else ; 2. check for components if ( player.GetItemCount MotorcycleGasTank > 0 ) && ( player.GetItemCount PilotLight > 0 ) && ( player.GetItemCount LawnmowerBlade > 0 ) && ( player.GetItemCount MotorcycleHandbrake > 0 ) ; 3. make it ;message "Shishkebab created." ShowMessage SchematicsWorkbenchSuccessShishkebabMsg player.RemoveItem MotorcycleGasTank 1 1 player.RemoveItem PilotLight 1 1 player.RemoveItem LawnmowerBlade 1 1 player.RemoveItem MotorcycleHandBrake 1 1 ; calculate condition set weaponCondition to (weaponCondition * countShishkebabBonus ) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent WeapShishkebab 1 weaponCondition PlaySound UIRepairWeapon ; increment count ModPCMiscStat "Weapons Created" 1 set countShishkebab to countShishkebab + 1 ;If the player has made one of each item, add Achievement 40 if countWeapAchievement == 0 if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40 set countWeapAchievement to 1 endif endif else ; 4. failure message set item1 to player.GetItemCount MotorcycleGasTank set item2 to player.GetItemCount PilotLight set item3 to player.GetItemCount LawnmowerBlade set item4 to player.GetItemCount MotorcycleHandbrake ShowMessage SchematicsWorkbenchFailureShishkebabMsg, item1, item2, item3, item4 ShowMessage SchematicsWorkbenchMsg endif endif endif endif End Cipscis EDIT: Fixed width bug. Why the div doesn't have something like "style="width: 900px;"" in addition to its current inline styles is beyond me... Cipscis Link to comment Share on other sites More sharing options...
Callighan Posted February 26, 2009 Share Posted February 26, 2009 Thanks Cipsis. Link to comment Share on other sites More sharing options...
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