novastorm13 Posted December 12, 2010 Share Posted December 12, 2010 (edited) Okay a littile frustated here just went and read this link http://forums.bethsoft.com/?showtopic=961763 And only have 1 question to ask! How do make or get the peices I need to make this tutorial be usefull!Okay lets say or "assume" that I am new to modding . First this line would stop any noob dead in there tracks! "This tutorial assumes you already have the schematic notes, weapons, and script prepared." ..........??Umm your kidding right? No I dont have the scripts or notes!How can I? I had "assumed" this tutoral would teach me how to make ALL that is needed!! Thats why Noobs would read it right?okay so I try to still use it to make what Im supposed to have, mainly to learn the files needed to make the notes,scripts,etc.Alas it was still of no help!! Before the tutoral I was able to guess and wing my way thru makeing small mods useing stock items to fill in what I didnt have (notes,weapons,etc.)So I tryed to carry on anyway.Was doing good all the way till I tryed to find the file that has the object list needed to build the weapon...Faceplant!! now I have done some minor scripting as in makeing a healing charm just like the lucky8ball witch I used stock meshes and textures but wrote a new script to heal and reduce rads over time but nothing to even get a clue what to look for to build the constuction or componet script!And again I look for clues in the tutorial to help...right nothing so now what? If someone has time AND a need to truly teach will they PLEASE for the love of god write a tutorial on how to make the parts needed for this tutorial to work. Please dont misunderstand me it was very nice of the author to make the mod (that I still use) and the tutorial. And he should get kudos for that!But " assumeing" that anything but noobs are going to read it should have part of those kudos takin back.As for me well...Im stuck with all the parts but the needed items list for parts to use and the script to put them to together.Now that makes me wonder how other many noobs that were going to start modding quit do to not enuff info in all the tutorials we read not just this one.Heres a good question who but a noob truly needs a tutorial??Most seasoned modders have already got the know how to do most things and dont need a tutorial.so why write one for anything but noobs who are starting from scatch?Enuff to make you lose your mind right?Well back to the drawing board to try to make My create xclip mod.PS. Yes I did a google search on the subject no tutorials on how create or change the workbenchschematics and etc.I also did look at and thru the Craft energy ammo mod since it does this same thing but it was no help. Edited December 12, 2010 by novastorm13 Link to comment Share on other sites More sharing options...
dunmermaiden Posted December 12, 2010 Share Posted December 12, 2010 Try going to ....... Tes Alliance They have very good tutorials that are easy to follow and a modding school :teehee: Link to comment Share on other sites More sharing options...
novastorm13 Posted December 12, 2010 Author Share Posted December 12, 2010 (edited) Just went and check site it contains No fallout info at alll in under the tutorial section so why was I there again????And maybe Oblivian tutorials might work but again my point comes in to play and that is Im a noob AND dont know which ones would or wouldn't work so stuck again!So I went back to look for the school and saw no statements about it but I did find the blogs page it seems to have a few tutorials but again for the parts I dont need!First I dont need to build a mesh or model I tend to use the stock ones to start learning.And I already can go in and change stats on any stock objects I need to and aready have hencehow I had most of the parts need for the tutorial.What I am missing is I assume the scripting list for what components are need for the building ofthe weapon and the scripts that take them from the PC and turns them into the gun.So does anybody have that tutorial???Or even one on changeing the list scripting for the building of a dartgun??PS. And the chicken pot pie recipe is of no help either since I already can cook that as well - might I even recommend 3/4 cup of chicken broth instead of apple juice (the apple juice makes it too sweet) Edited December 12, 2010 by novastorm13 Link to comment Share on other sites More sharing options...
dunmermaiden Posted December 12, 2010 Share Posted December 12, 2010 Just went and check site it contains No fallout info at alll in under the tutorial section so why was I there again????And maybe Oblivian tutorials might work but again my point comes in to play and that is Im a noob AND dont know which ones would or wouldn't work so stuck again!So I went back to look for the school and saw no statements about it but I did find the blogs page it seems to have a few tutorials but again for the parts I dont need!First I dont need to build a mesh or model I tend to use the stock ones to start learning.And I already can go in and change stats on any stock objects I need to and aready have hencehow I had most of the parts need for the tutorial.What I am missing is I assume the scripting list for what components are need for the building ofthe weapon and the scripts that take them from the PC and turns them into the gun.So does anybody have that tutorial???Or even one on changeing the list scripting for the building of a dartgun??PS. And the chicken pot pie recipe is of no help either since I already can cook that as well - might I even recommend 3/4 cup of chicken broth instead of apple juice (the apple juice makes it too sweet) Dude I know you feel frustrated but I want to help ok.I had a look at your link...Dude, you don't need a custom mesh you don't even need a script because he's given one that you can alter to suit your needs.He also has links so I followed them to his download page where I saw a link to the schematic tutorial, he also provides a script there and how to make it including the dialogue.Let me explain the it, the only thing *wrong* with his tutorial was assuming people that were making their custom meshes would want to use it. Because his mod is a .ESM it's fairly simple, if there is a .esp as well simply load up the .esm and .esp and don't make the mod active in the cs and then load it up and follow his tutorial. ; <Item 1> = First item needed for construction. ;<Item 2> = Second item needed for construction. ;<Item 3> = Third item needed for construction. ;<Item 4> = Fourth item needed for construction. ;<Item> = Final product ;<Successful Item Creation Message> = A message displayed when the item was succesfully made. ;<Failed Item Creation Message> = A message displayed when the item failed to be made. ;<Item Creation Bonus> = Optional variable that influences how good the condition of the item will be. ;<Item Count> = Optional Global variable that determines how many of these items have been made by the player already. short item1 short item2 short item3 short item4 float weaponCondition set weaponCondition to (player.getav repair)/100 if ( player.GetItemCount <Item 1> > 0 ) && ( player.GetItemCount <Item 2> > 0 ) && ( player.GetItemCount <Item 3> > 0 ) && ( player.GetItemCount <Item 4> > 0 ) ShowMessage <Successful Item Creation Message> player.RemoveItem <Item 1> 1 1 player.RemoveItem <Item 2> 1 1 player.RemoveItem <Item 3> 1 1 player.RemoveItem <Item 4> 1 1 set weaponCondition to (weaponCondition * <Item Creation Bonus>) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent <Item> 1 weaponCondition PlaySound UIRepairWeapon ModPCMiscStat "Weapons Created" 1 set <Item Count> to <Item Count> + 1 else set item1 to player.GetItemCount <Item 1> set item2 to player.GetItemCount <Item 2> set item3 to player.GetItemCount <Item 3> set item4 to player.GetItemCount <Item 4> ShowMessage <Failed Item Creation Message> item1,item2,item3,item4 endif That is the craft script, now to alter it to suit you, you will need to decide what items your object will need to create it, you can ether use objects already included in the game or you can make it require new items, again the new items don't have to use a custom mesh you can use vanilla and right click and alter the id of the object to make it *custom* or item specific. Now these - <Item 1> all you do here is change the item line to the id of the items you want to be required to make your item. item = the id of your item that you want created <Failed Item Creation Message> = The item you tried to make is unsucessful or whatever you want to say for when your item fails to be created. The Craft Schematic Creation Tutorial! It's the same thing with the script he provides in his schematic tutorial, make sure that the same item is the same for this script. Also if you get stuck try doing a different tutorial for other aspects of modding, not everyone is a modeler not everyone can understand scripting, some people are better at texturing rather than building or quest making. Try not to feel frustrated, rome wasn't built in a day, neither will your modding skill like everything worthwhile practice makes perfect and give yourself time to learn. You might find The Fallout Geck Wiki useful too Fallout 3 Geck Wiki They have tutorials there maybe not specific to this aspect but if you are finding this one too hard maybe try something a bit easier and build up your skill. Link to comment Share on other sites More sharing options...
novastorm13 Posted December 12, 2010 Author Share Posted December 12, 2010 (edited) Okay a few hours of sleep now ready to look at this lets see...Okay Im sorry if I came out hostle just was really frustrated at the timeAND I do really need and love that you 'll help so first true question is 1. is there a way to write the script in a notepad text doc and import it to the geck?2. is there a way to copy and paste or dupacate a stock script while in geck?3. ummm dont I need to name the script to seperat it from other scripts?(didnt see anything on that part in tutorial)4. max amount of these - <Item 1> is 1- 4 or can it be more if so how many?5. why are you not writeing the tuts I have grasped more from yours than most of the others? As for the meshes and all that I know that most of the time I can use stock parts to get by and that was the Very first thing I learne as an exmpale the Pipboy component mod I may have justed load it up today but I have been useing since 3 day I got FO3 about 3 months ago. About reading.I already read several tutorials on many subjects used in modding for many clues on different subjects.And Im always open for more but when working with some thing so picky as FO3 its hard to stay in a good mood when you see most replys and info on diffrent sites saying to google it or read one that may or may not work.I may be new to modding FO3 but not to Modding ingeneral some of my past works where for Star trek armada 1 and 2and few small mods for my oblivain game and now FO3 .I always try to read and cross use all info that seems to apply.Thats how I came to his tutorial not with the idea of makeing a craft complyant mod but a crafting mod from the stock workbench.When google Fo3 workbench and how to his was the only one to come up.Looked at Geck home page and tryed it the seach the worst than my google results.Read and seach the forums here and still nothing.So what is the cure? First Im sure its not me ranting about it! But a lot more indept tutorials that should focus on noobs and learning not just copy whats here with no clue as to why or what it does.Well Thank you again for all the the help. Edited December 12, 2010 by novastorm13 Link to comment Share on other sites More sharing options...
dunmermaiden Posted December 12, 2010 Share Posted December 12, 2010 (edited) Okay a few hours of sleep now ready to look at this lets see...Okay Im sorry if I came out hostle just was really frustrated at the timeAND I do really need and love that you 'll help so first true question is 1. is there a way to write the script in a notepad text doc and import it to the geck?2. is there a way to copy and paste or dupacate a stock script while in geck?3. ummm dont I need to name the script to seperat it from other scripts?(didnt see anything on that part in tutorial)4. max amount of these - <Item 1> is 1- 4 or can it be more if so how many?5. why are you not writeing the tuts I have grasped more from yours than most of the others? As for the meshes and all that I know that most of the time I can use stock parts to get by and that was the Very first thing I learnedas an exmpale the Pipboy component mod I may have justed load it up today but I have been useing since 3 day I got FO3. About reading.I already read several tutorials on many subjects used in modding for many clues on different subjects.And Im always open for more but when working with some thing so picky as FO3 its hard to stay in a good moodwhen you see most replys and info on diffrent sites saying to google it or read one that may or may not work.I may be new to modding FO3 but not to Modding ingeneral some of my past works where for Star trek armada 1 and 2and few small mods for my oblivain game and now FO3 .I always try to read and cross use all info that seems to apply.Thats how I came to his tutorial not with the idea of makeing a craft complyant mod but a crafting mod from the stock workbench.When google Fo3 workbench and how to his was the only one to come up.Looked at Geck home page and tryed it the seach the worst than my google results.Read and seach the forums here and still nothing.So what is the cure? First Im sure its not me ranting about it! But a lot more indept tutorials that should focus on noobs and learning not just copy whats here with no clue as to why or what it does.Well Thank you again for all the the help. Don't worry I feel the same frustration dude To address your questions 1) Yes, it's copy and paste, write it out then select all of the script and click on edit and choose copy then in the script window of the geck push Ctrl v keys and your script will appear. 2) Yes, select all the script using your mouse and push Ctrl c to copy and Ctrl v to paste 3) YES! Always always make a new id for your scripts as not doing so will cause compatibility issues and never ever click recompile option because it will seriously wreck your game. 4) Can be as many as you want though too many will make your script long and maybe confusing also can make it just require 1 item if you wanted to. 5) I'm flattered you have asked, I have wrote 3 tutorials for Oblivion, And I try my best to do them from a noobs angle I agree, there is a lot of head bashing with frustration of using the Construction Sets, not just limited to the Geck ether, I learnt a little of Morrowind's and know mostly Oblivion's, I havn't tried to mod anything using the Geck as such however the principles are similar. The biggest thing about scripting using other peoples scripts is understanding their scripts. The ; key is part of the script language I think, as is the . and " the same with brackets. Edited December 12, 2010 by dunmermaiden Link to comment Share on other sites More sharing options...
novastorm13 Posted December 12, 2010 Author Share Posted December 12, 2010 (edited) Okay starting my new script and it looks like this so far ; ;Fission battery = First item needed for construction. ;Conductor = Second item needed for construction. ;Scrap Metal = Third item needed for construction. ;RadscorpionPosionGland = Fourth item needed for construction. ;<Item> = Xclip Final product ;<Successful Item Creation Message> = A message displayed when the item was succesfully made. ;<Failed Item Creation Message> = A message displayed when the item failed to be made. ;<Item Creation Bonus> = Optional variable that influences how good the condition of the item will be. ;<Item Count> = Optional Global variable that determines how many of these items have been made by the player already. short item1 short item2 short item3 short item4 float weaponCondition set weaponCondition to (player.getav repair)/100 if ( player.GetItemCount Fission battery > 0 ) && ( player.GetItemCount Conductor > 0 ) && ( player.GetItemCount Scrap Metal > 0 ) && ( player.GetItemCount RadscorpionPosionGland > 0 ) ShowMessage <Successful Item Creation Message> player.RemoveItem Fission battery 1 1 player.RemoveItem Conductor 1 1 player.RemoveItem Scrap Metal 1 1 player.RemoveItem RadscorpionPosionGland 1 1 set weaponCondition to (weaponCondition * <Item Creation Bonus>) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent Xclip 1 weaponCondition PlaySound UIRepairWeapon ModPCMiscStat "Weapons Created" 1 set <Item Count> to <Item Count> + 1 else set item1 to player.GetItemCount FissionBattery set item2 to player.GetItemCount Conductor set item3 to player.GetItemCount Scrap Metal set item4 to player.GetItemCount RadscorpionPosionGland ShowMessage <Failed Item Creation Message> item1,item2,item3,item4 endif Will it work and do I need to set <item count> number? Edited December 12, 2010 by novastorm13 Link to comment Share on other sites More sharing options...
dunmermaiden Posted December 12, 2010 Share Posted December 12, 2010 (edited) Okay starting my new script and it looks like this so far ; ;Fission battery = First item needed for construction. ;Conductor = Second item needed for construction. ;Scrap Metal = Third item needed for construction. ;RadscorpionPosionGland = Fourth item needed for construction. ;<Item> = Xclip Final product ;<Successful Item Creation Message> = A message displayed when the item was succesfully made. ;<Failed Item Creation Message> = A message displayed when the item failed to be made. ;<Item Creation Bonus> = Optional variable that influences how good the condition of the item will be. ;<Item Count> = Optional Global variable that determines how many of these items have been made by the player already. short item1 short item2 short item3 short item4 float weaponCondition set weaponCondition to (player.getav repair)/100 if ( player.GetItemCount Fission battery > 0 ) && ( player.GetItemCount Conductor > 0 ) && ( player.GetItemCount Scrap Metal > 0 ) && ( player.GetItemCount RadscorpionPosionGland > 0 ) ShowMessage <Successful Item Creation Message> player.RemoveItem Fission battery 1 1 player.RemoveItem Conductor 1 1 player.RemoveItem Scrap Metal 1 1 player.RemoveItem RadscorpionPosionGland 1 1 set weaponCondition to (weaponCondition * <Item Creation Bonus>) if weaponCondition > 100 set weaponCondition to 100 endif player.AddItemHealthPercent Xclip 1 weaponCondition PlaySound UIRepairWeapon ModPCMiscStat "Weapons Created" 1 set <Item Count> to <Item Count> + 1 else set item1 to player.GetItemCount FissionBattery set item2 to player.GetItemCount Conductor set item3 to player.GetItemCount Scrap Metal set item4 to player.GetItemCount RadscorpionPosionGland ShowMessage <Failed Item Creation Message> item1,item2,item3,item4 endif Will it work and do I need to set <item count> number? No, the ID of the items must be the same as the items are in the Editer ID object box on the far left. And the Geck ID format is the same as Oblivions - no spaces inbetween the object in the id box. It looks like you have the item names which do have the space inbetween words. Also this line - ShowMessage <Failed Item Creation Message> item1,item2,item3,item4 Needs correcting- the Item1,Item2,item3,item4 need to match your item list up top. do I need to set <item count> number? Comparison Operators An if statement may contain one or more comparison operators. Below is a table of valid comparison operators: Operator Description == Exactly equal to != Not equal to > Greater than >= Greater than or equal to < Less than <= Less than or equal to No. It uses a Comparism Operator Even though this link I'm giving you is for oblivion, it has some good words on Compaism Operaters and you may find it's handy as Geck uses the same comparism operators however the scripting language differs as morrowind's differed from oblivion, but the basic knowledge is the same principle. Comparism Operators and Other Scripting Language Can probly find a better one on the Geck wiki but I am sure you can do so. Edited December 13, 2010 by dunmermaiden Link to comment Share on other sites More sharing options...
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