Jump to content

Simple of frustrating radio activator issue.


jholdsclaw

Recommended Posts

Hello all. I am currently very frustrated with attempting to get the loudspeaker activator object in the Pitt to continuously play the Pitt Broadcast radio station. It seemed a simple thing, but for the life of me I cannot get it to work. I set the radio station pull down to the correct station, set the activator object to be "on by default" and mimic'd the enclave vintage radios settings, but it simply will not play anything from the activators.

 

The radio station plays just fine from the pipboy, but no sound at all plays from the loudspeaker activator objects in mark square.

 

I don't need it to toggle on and off, I just simply want the speakers objects to act as radios playing the Pitt Broadcast radio station in the Pitt.

 

Any ideas at all would be greatly appreciated.

Link to comment
Share on other sites

Thank you very much for your clarification. I have attempted to contact him via the forum and hope to get a reply soon. Just in case it helps if anyone else is familiar with it, here is some more detail I included in the message I sent.

 

Basically all I am attempting to do is create a simple mod for The Pitt that has the "DLC01AshurBroadcastRadio" based activators that are already placed throughout the Pitt cells act as radios and constantly broadcast the Pitt Radio station, linked to the "DLC01AshurSpeakers" talking activator and already placed in the Pitt to broadcast as a radio station. They dont need to be turned activated/deactivated, just simply broadcast the radio station continuously.

 

It seems like a lot of the work for this was already done in the expansion. The activators are already in the cells. The radio station is already created and able to be picked up by the pipboy. I edited the base actor for the loudspeakers by setting the radio station pull down to "DLC01AshurSpeakers" and set the activators to "on by default". The activators play no sound. I am obviously missing something, probably something simple.

 

Any help would be greatly appreciated as this is really stumping me.

 

To bread it down, for the radio station we have:

 

Radio Station Quest "DLC01DialogAshurRadio" linked to Talking Activator "DLC01AshurSpeakers" which is already in the Pitt and thus the radio station broadcasts on Pipboy.

 

I am attempting to make the activator "DLC01AshurBroadcastRadio" reference objects, which are already in the game but serve only as models, play the Pitt Radio broadcast by setting the Radio Station pull down to "DLC01AshurSpeakers" and checking the "On by Default" checkbox in the object settings for all the reference objects. So far they still don't play anything.

 

It looks like maybe Bethesda was planning on this at some point, but ran out of time. I don't know, but most of the work seems to be done and I am merely trying to finish it. It seems like it should be easy. Am I missing some sort of onload script to have it play? There is a script called "DLC01AshurSpeakersSCRIPT" object script, but this doesnt seem right. All it seems to do is set the int "SetDestroyed" to 1 when loading the containing cell. This is used by the Talking Activator and the Activator base objects. I have tried changing the object scripts pulldown to NONE, i figured effectively bypassing the script, but this didnt seem to make a difference.

 

It contains as follows:

 

"SCN DLC01AshurSpeakersSCRIPT

 

BEGIN OnLoad

 

SetDestroyed 1

 

END

 

BEGIN OnActivate

 

END"

 

Please haaalp. :) Thank you in advance for anyone who can help with this or point out where I am going wrong.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...