Ravenot Posted November 18, 2010 Share Posted November 18, 2010 I'm a complete newbie to modding, but i'm giving it the best shot i can. I have searched around both on the forums here and on youtube/google and a few other sites, and cannot find any tutorial or references on how to script this. What my goal to do is to make a player "base" that can serve as the player's home, repair, and resupply depot. However, I don't want to just plunk the ultimate base down for anyone to use immediately, undeserved. What I wish to accomplish is to start small, and with questing/purchasing, can upgrade various features. Examples of what I want to do are things such as the player purchasing a reloading bench and having it appear in his home, when one was not there before. Finishes a quest to repair a Protecteron bot, and have it appear and patrol the base, or doing a quest to "clean up" the base, upgrading it from rusty tile sets to non-rusty ones, perhaps even adding entirely new buildings to the base. Essentially swapping out objects/tiles, or inserting them where they did not exist before. Is this possible? I know i've seen similar such things in fallout 3 with the home upgrades. I plan on upgrading both the interior and exterior of the player base. I would appreciate any help, examples, or links to any related materials. Thanks for any help in the right direction! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 18, 2010 Share Posted November 18, 2010 Create an xmarker somewhere, mark it initially disabled and persistent. Place all your upgrade stuff, make it also initially disabled. On each one's enable parent tab, choose the xmarker you created.In your quest script, enable the xmarker when you see fit, and it will also enable all your upgraded base stuff. As you can see you could do multiple stages with different equipment being the child of a different enable parent and enabling/disabling them at different times. Link to comment Share on other sites More sharing options...
Ravenot Posted November 18, 2010 Author Share Posted November 18, 2010 Aha, you're brilliant! Can Navmesh be linked to the xmarkers as well? Assuming i'm also understanding this correctly, theoretically I could also place two different objects in the same spot, both disabled and linked to seperate xmarkers. Then, one or the other xmarker could be enabled, allowing for a choice in options for upgrade? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted November 18, 2010 Share Posted November 18, 2010 I don't know about navmesh. I would think not but I have never tried. One way to find out... Link to comment Share on other sites More sharing options...
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