teridactyl Posted October 1 Share Posted October 1 I dig the settlement mods like Zorkas and Tenhats make with the immersive repair where you click on a piece of plywood or a broken building or whatever, and then--ta da!--it turns into a repaired thing. Is there a tutorial somewhere that covers how to do that? I dug through Zorkas' immersive boat repair from the Castle to Spectacle Island, and I kinda got the idea. Obviously you make two items, one broken and one repaired, and show/hide them after the player interacts with the object, but I don't know what the mojo is that makes it change. I'd love to learn if someone can point me into a direction. Thanks! Link to comment Share on other sites More sharing options...
pepperman35 Posted October 2 Share Posted October 2 I suspect the magic occurs via Papyrus. Papyrus is a scripting system created specifically for the Creation Kit. Link to comment Share on other sites More sharing options...
teridactyl Posted October 2 Author Share Posted October 2 Yeah, I know that. I'm looking for a resource on the script. It's being used a lot lately, but no word on who or where or how it's used. I'm not an advanced programmer, but I do know my way around Creation Kit well enough due to the many tutorials available online, but no help for this mechanic at all. Link to comment Share on other sites More sharing options...
PJMail Posted October 3 Share Posted October 3 Glitchfinder developed the immersive repair process and the scripts used by most other authors (the system that uses the workshop mechanic used to 'repair' broken settlement objects). However you can just use the 'swap' technique via enable-parent (that just involves scaping one object that is the 'parent') - which may be what zorkaz uses. That process is fairly simple and used extensively by Bethesda in quests. Which process are you referring to? Link to comment Share on other sites More sharing options...
Glitchfinder Posted October 26 Share Posted October 26 @teridactyl The scripts being used by Tenhats and Aurelianis were ones I initially made for my settlement at Natick Substation, and I maintain a modding resource and tutorial on that mod's page for authors who want to use the same systems in their own mods. Link to comment Share on other sites More sharing options...
teridactyl Posted October 28 Author Share Posted October 28 On 10/26/2024 at 10:16 AM, Glitchfinder said: @teridactyl The scripts being used by Tenhats and Aurelianis were ones I initially made for my settlement at Natick Substation, and I maintain a modding resource and tutorial on that mod's page for authors who want to use the same systems in their own mods. Thank you so much! I just had no idea where to even look. I saw your name kept coming up, so I figured it had to be out in the ether somewhere. Thank you for the link, I'm looking forward to giving it a shot. Link to comment Share on other sites More sharing options...
teridactyl Posted October 28 Author Share Posted October 28 On 10/2/2024 at 6:09 PM, PJMail said: Glitchfinder developed the immersive repair process and the scripts used by most other authors (the system that uses the workshop mechanic used to 'repair' broken settlement objects). However you can just use the 'swap' technique via enable-parent (that just involves scaping one object that is the 'parent') - which may be what zorkaz uses. That process is fairly simple and used extensively by Bethesda in quests. Which process are you referring to? Thank you PJMail. I will try this technique as well. I couldn't even think of a part in the game where this is used to deconstruct the process... Oh wait. Just did. Repairing crops after a raid. Sheesh. As a technical writer by trade, I'd kill for a proper manual! Thanks again. Link to comment Share on other sites More sharing options...
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