marieruth Posted April 16, 2014 Share Posted April 16, 2014 Is there a way to make an object or model become static, and activate-able? I am attempting to make a gnome activate-able to display the repair menu when the gnome is activated. I know that I would have to begin the script onActivate, but I don't know how to make it so the gnome isn't moved to the player character's inventory when activated. My current knowledge level as far as scripting goes is way less than basic for the most part, and I would like to expand it more, so if you guys and gals have suggestions for tutorials and websites that would help me out, that would be greatly appreciated. Also, I should note that I have only started using the GECK recently. Have a nice day, all. Link to comment Share on other sites More sharing options...
AxlDave Posted April 16, 2014 Share Posted April 16, 2014 In the GECK, look for World Objects --> Moveable Static and World Objects --> Activators. You would have to create a gnome Static, a gnome Activator, and create a script for your gnome Activator. You would then have to tie the Activator to the Static. Not sure how to do that last part, though it could possibly be done in the Cell View window of the GECK by placing the Static in the game world and manipulating it. Link to comment Share on other sites More sharing options...
Jojash Posted April 17, 2014 Share Posted April 17, 2014 (edited) It's actually a little easier than that, you don't need to create separate activator and static items. You can create an activator and then set its mesh to a gnome. To do this, Find your activator, and click on the the button entitled "Edit", it ought to be next to a greyed out box. From there you should see another "Edit" button click on it and navigate to "Clutter\GardenGnome\GardenGnome.NIF". If you can't find that file, make sure that you've unpacked both your texture and mesh BSA files. From there, attach the script (select your script from the drop-down menu next to "script") you want your gnome to run, place your new activator in the world and you should be good to go. :smile: Edited April 17, 2014 by Jojash Link to comment Share on other sites More sharing options...
marieruth Posted April 17, 2014 Author Share Posted April 17, 2014 (edited) * Edited April 17, 2014 by marieruth Link to comment Share on other sites More sharing options...
marieruth Posted April 17, 2014 Author Share Posted April 17, 2014 (edited) It's actually a little easier than that, you don't need to create separate activator and static items. You can create an activator and then set its mesh to a gnome. To do this, Find your activator, and click on the the button entitled "Edit", it ought to be next to a greyed out box. From there you should see another "Edit" button click on it and navigate to "Clutter\GardenGnome\GardenGnome.NIF". If you can't find that file, make sure that you've unpacked both your texture and mesh BSA files. From there, attach the script (select your script from the drop-down menu next to "script") you want your gnome to run, place your new activator in the world and you should be good to go. :smile: How would I unpack my texture and mesh BSA files? >_> Edited April 18, 2014 by marieruth Link to comment Share on other sites More sharing options...
Jojash Posted April 17, 2014 Share Posted April 17, 2014 Unpacking BSA files can be quite simple, however, if you use the Nexus Mod Manager, that may complicate matters. If you don't use NMM, download FOMM, here. Once downloaded and installed, run the application, and open the "Tools" section, and select "BSA Browser". Then select "Open" and locate the relevant BSA files. ("Fallout - Meshes.bsa", "Fallout - Textures.bsa" and "Fallout - Textures2.bsa", they should be within your data folder.) After opening one of the files, select "Extract All" and extract them to your data folder. After that, you ought to be able to change the mesh of your gnome. If you do use NMM, I'm afraid I'm not going to be able to give first-hand advice. You may want to try BSAopt. As I said, I can't comment on the effectiveness of this tool, but it looks like it might be what you need. If you do decide to use it, you may also want to take a look at this tutorial for extracting BSA files with it. The tutorial is for Skyrim, but I would imagine that the principles are the same, and that you would only need to change the file paths and BSA files named in it to be relevant to New Vegas. Link to comment Share on other sites More sharing options...
marieruth Posted April 17, 2014 Author Share Posted April 17, 2014 Unpacking BSA files can be quite simple, however, if you use the Nexus Mod Manager, that may complicate matters. If you don't use NMM, download FOMM, here. Once downloaded and installed, run the application, and open the "Tools" section, and select "BSA Browser". Then select "Open" and locate the relevant BSA files. ("Fallout - Meshes.bsa", "Fallout - Textures.bsa" and "Fallout - Textures2.bsa", they should be within your data folder.) After opening one of the files, select "Extract All" and extract them to your data folder. After that, you ought to be able to change the mesh of your gnome. If you do use NMM, I'm afraid I'm not going to be able to give first-hand advice. You may want to try BSAopt. As I said, I can't comment on the effectiveness of this tool, but it looks like it might be what you need. If you do decide to use it, you may also want to take a look at this tutorial for extracting BSA files with it. The tutorial is for Skyrim, but I would imagine that the principles are the same, and that you would only need to change the file paths and BSA files named in it to be relevant to New Vegas. I heard that having both NMM and FOMM installed can be problematic so I stuck with NMM... I liked FOMM's tools would it be bad to keep them both installed even if I use NMM for mod management primarily? Link to comment Share on other sites More sharing options...
llamaRCA Posted April 17, 2014 Share Posted April 17, 2014 If you have NMM then go ahead and use BSAopt for handling your BSAs. It will be fine and less of a hassle than trying to get FOMM and NMM to work together. Link to comment Share on other sites More sharing options...
jazzisparis Posted April 17, 2014 Share Posted April 17, 2014 You can safely install FOMM and use only its included tools. You don't have to use it as a mod manager. Link to comment Share on other sites More sharing options...
llamaRCA Posted April 17, 2014 Share Posted April 17, 2014 You can safely install FOMM and use only its included tools. You don't have to use it as a mod manager. Well, I think that may be a case of YMMV. I had issues having both on my system at the same time. They never played nice. It was less of a headache for me to go all NMM and use the other tools than to keep FOMM for it's tools and deal with the issues. When I left Skyrim modding/playing I uninstalled NMM and reinstalled FOMM. Link to comment Share on other sites More sharing options...
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