pepperman35 Posted March 25, 2023 Share Posted March 25, 2023 When I was watching kinggath's Bethesda Mod School video series I thought about trying to make a deployable Pulowski Preservation Shelter which would teleport you to an underground emergency shelter once you closed the door. The emergency shelter would have been an small interior cell with the bare minimum essentias. Once you weathered the crisis and returned to the surface, the Preservation Shelter would be returned to your inventory to use another time. Suffice it to say, I never took it any further than concept. Link to comment Share on other sites More sharing options...
hereami Posted March 25, 2023 Share Posted March 25, 2023 (edited) By the way, indeed Bethesda.net | Pulowski VIP Shelters Mod . Might be extended to cover all settlements. Interesting though, if you exit the actual tube inside the bunker or back on surface (i didn't use that mod, maybe it's there already?). Ok, i'm just speculating here. Basic need of hiding from weather can be satisfied just by one click in PipBoy at any time (MoveTo somewhere outta here and back) or, again, just a typed command. Not a big problem per se and can be of different degrees of immersion, i think. I'd see actual goal as to enrich experience of a "serious" playthrough, then process of personal bunker construction in a Settlement needs be a noticeable achievement, something immersive and realistic, not just plumping a door on ground after finding a recipe. There could be blueprints and machinery acquired first, then positioned, workers assigned and provided with shovels, construction lights all around, tons of concrete purchased and sitting on pallets. Piles of soil growing around and only then a door appears after an adequate period of time. Not that it correlates in slightest with usual building practice in Commonwealth, but yeah, could be entertaining. I'd suggest, Sim Settlement has some framework, if not exact implementation?ps. Then raiders snatching your concrete and damaging machines, delaying the schedule. Well, fun... Edited March 25, 2023 by hereami Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 25, 2023 Share Posted March 25, 2023 Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.Overly utilitarian i guess? Not a big difference to coc to/from any developer cell. Though still could raise level of immersion a bit? If there's only one emergency cell shared, that's pretty simple indeed - remember last fake door Activator and return player to it, when he interacts with Exit ladder inside the bunker, so that's dynamic linking. NPC don't care about weathers, don't have a real need to hide. Followers can possibly follow on themselves or can be summoned by a button inside, if don't. If you create 30 doors (with unique ID) and 1 cell, you might get it to work with scripts. Send the player to the cell when the "door" is activated (by script & remember ID) and back to that ID again.I don't know enough about papyrus, but that just might be an option. Link to comment Share on other sites More sharing options...
hereami Posted March 26, 2023 Share Posted March 26, 2023 (edited) Might be a bit hacky and not very NPC-friendly, but wouldn't it be possible to just make a fake "door", that's really an activator, that sends the player to a single cell? Inside would be a matched "door" that gets pointed to its partner once its partner is built. You could prevent any weird quantum entanglement exploits by limiting its construction to a unique resource the player only ever finds once. If you wanted more, you could copy all that as need be. Cell, "doors", and resource.Overly utilitarian i guess? Not a big difference to coc to/from any developer cell. Though still could raise level of immersion a bit? If there's only one emergency cell shared, that's pretty simple indeed - remember last fake door Activator and return player to it, when he interacts with Exit ladder inside the bunker, so that's dynamic linking. NPC don't care about weathers, don't have a real need to hide. Followers can possibly follow on themselves or can be summoned by a button inside, if don't. If you create 30 doors (with unique ID) and 1 cell, you might get it to work with scripts. Send the player to the cell when the "door" is activated (by script & remember ID) and back to that ID again.I don't know enough about papyrus, but that just might be an option. Right. Unless i misunderstood, don't need 30 unique craftable items, just 1, each one has unique Ref as soon as built. In similar way can drop an XMarker (or an actual thing), then teleport from anywhere and return back to marker, if necessary. Would be two OjectReference scripts of around two lines and possibly a Quest Alias as variable, unless something advanced is used to store it. Edited March 26, 2023 by hereami Link to comment Share on other sites More sharing options...
jdkzombie Posted March 29, 2023 Author Share Posted March 29, 2023 So is it worth trying? I can be a test mule lol Link to comment Share on other sites More sharing options...
RoNin1971 Posted March 29, 2023 Share Posted March 29, 2023 So is it worth trying? I can be a test mule lol It sounds viable, yes.I could do the cell & create the 'door' (a hatch like the cellar in Sanctuary would be best, imho)...but I don't know much about scripting with papyrus (yet) Sofar my main focus has been on 3D models & textures for the past 2 years. (I have done a lot of programming & scripting in my life, but have yet to learn papyrus). Link to comment Share on other sites More sharing options...
hereami Posted March 29, 2023 Share Posted March 29, 2023 (edited) Out of boredom. Not that two lines, well...If goes wrong with just Linked Ref and hatch is lost, then might involve a storage quest still. How could set Spoiler blocks? For the Hatch Scriptname MyBunkerEnterScript extends ObjectReference Const ; = I'm a buildable Entrance Hatch = ObjectReference Property MyBunkerMarker Auto const Mandatory {Destination Marker inside Bunker} Keyword Property MyHatchLink Auto const Mandatory {Return Link} Bool Property doCrowd = false Auto Const {Drag Followers?} Event OnActivate(ObjectReference akActionRef) Actor PlayerREF = Game.GetPlayer() if (akActionRef == PlayerREF) MyBunkerMarker.SetLinkedRef(self, MyHatchLink) PlayerREF.MoveTo(MyBunkerMarker) if (doCrowd) Actor[] Crowd = Game.GetPlayerFollowers() int i = 0 while (i < Crowd.Length) Crowd[i].MoveTo(MyBunkerMarker) i += 1 endWhile EndIf EndIf EndEvent Event OnWorkshopObjectDestroyed(ObjectReference akActionRef) ; Just in case? if (self == MyBunkerMarker.GetLinkedRef(MyHatchLink)) MyBunkerMarker.SetLinkedRef(NONE, MyHatchLink) EndIf endEvent For Exit Scriptname MyBunkerExitScript extends ObjectReference Const ; = I'm an Exit Activator inside Bunker = ObjectReference Property MyBunkerMarker Auto const Mandatory {Destination Marker inside Bunker} Keyword Property MyHatchLink Auto const Mandatory {Return Link} Bool Property doCrowd = false Auto Const {Drag Followers?} Event OnActivate(ObjectReference akActionRef) Actor PlayerREF = Game.GetPlayer() if (akActionRef == PlayerREF) ObjectReference dest = MyBunkerMarker.GetLinkedRef(MyHatchLink) PlayerREF.MoveTo(dest) if (doCrowd) Actor[] Crowd = Game.GetPlayerFollowers() int i = 0 while (i < Crowd.Length) Crowd[i].MoveTo(dest) i += 1 endWhile EndIf MyBunkerMarker.SetLinkedRef(NONE, MyHatchLink) ; don't need anymore EndIf EndEvent Edited March 30, 2023 by hereami Link to comment Share on other sites More sharing options...
RoNin1971 Posted April 4, 2023 Share Posted April 4, 2023 (edited) I at least finnished the shelter-cell.Copied another bunker [edit: Barney's Bunker] & rearanged it. Added all the workbenches, a stove, fountain, PA station, terminal, chair, couch (bed was there already, just moved it to separate room, with toilet & shower.), so there should be enough to keep you busy while waiting for the storm to pass*. There's nothing on the terminal, but I reckon you could load one of the holotape games. [edit: Could of course create a bare bones version, without the workbenches (& any other 'storage' models) & replace the water fountain for one with rads, but that would leave you with nothing to do but wait in a rather empty room] Still looking for a fitting hatch. (the 'roof hatch' looks like s*t for this, but it would be the closest thing the game has.) So I might create one. After that I'll see if I can get it to work with the above scripts. * = There's one thing bugging me though, when to exit?So, as its supposed to be a shelter for radstorms, is there a way to detect if there is a radstorm outside or not?Would be nice to have a red warning light burning while the storm rages, so you know when to exit safely. ...but i haven't the slightest clue on how to do that (if possible) Edited April 4, 2023 by RoNin1971 Link to comment Share on other sites More sharing options...
hereami Posted April 6, 2023 Share Posted April 6, 2023 (edited) That's interesting idea with storm indicator. From what i can see, anything related to weather is in Weather.psc and it doesn't have any events unfortunately. In base game there is only one Storm and it's classified as Snowing, i suppose modded weathers should be similar. Conditions GetCurrentWeather or IsSnowing might be used in real time for spell which would control klaxon or else, spell might be added/removed on CellAttach/Detach or maybe by OnTrigger events. Or can be a script sitting on klaxon itself, less of overhead doings but needs a timer to check weather periodically.But i'm not exactly sure, how outside weather detection works for interior cells, since they can inherit weather from a single region only - might be a problem for a "floating" bunker? Don't know. ps. By the way, workbenches can be linked to exterior workshop as you enter. If worth it. Edited April 6, 2023 by hereami Link to comment Share on other sites More sharing options...
Fantafaust Posted April 16, 2023 Share Posted April 16, 2023 There's an easier way to teleport to a single cell from a variable entrance, returning to the chosen entrance from the cell. I used to do this in Skyrim for my Revenancy mod. Just make the hatch an activator with a script. The script will move an xmarker, manually placed in the custom cell, to the player's current position. Then it'll move the player to the cell. When leaving the cell via the activator(ladder) just move the player to that same xmarker that's now outside. Done.No need to track anything, since you can't enter the cell without the hatch, and the xmarker only gets moved by using a hatch.btw I would slap a workshop in the room if I was you so people can customize it to their liking.As for weather detection, the easiest way would be to hook into/use the checks of someone else' pre-existing mod, like NAC:X for example. While in the cell, check for the various rad storms and sound the alarm/activate the warning lights. Probably make the alarm silenceable, maybe make the leaving activator(the ladder) script ask the player if they're sure they want to exit while a rad storm is still going on. Link to comment Share on other sites More sharing options...
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