spawn690 Posted October 22, 2006 Share Posted October 22, 2006 In between my Necromancers guild mod that I am working on, i also decided to make a brand new mod that i the idea from morrowind. Once you downloaded the mod that required you to eat sleep and drink, you could take a empty flask or bottle or jug, and you were to activate a existing "Keg" of some sort the drink would fill the emtpy liquid holder. Remembering this i decided to make it, im not sure if the mod exsists already and if it does im not trying to steal your thunder from making it first. but i ran into one problem. The current kegs are startic only, you cant activate...what a delima :(. What im asking for I guess, is a new barrel mesh or texture w/e it would be to look like the kegs ingame. my script will once you activate it you will have your "Empty Bottle" removed and the drink within will replace it :). If anyone could help with this it would be wonderful to say the least, otherwise im stuffing barrel containers ontop of the startic kegs and applying the script to it Thanks if you can, and thanks if you cant eveyone here rocks-Shane Link to comment Share on other sites More sharing options...
SickleYield Posted October 23, 2006 Share Posted October 23, 2006 What im asking for I guess, is a new barrel mesh or texture w/e it would be to look like the kegs ingame. my script will once you activate it you will have your "Empty Bottle" removed and the drink within will replace it :). If anyone could help with this it would be wonderful to say the least, otherwise im stuffing barrel containers ontop of the startic kegs and applying the script to itThanks if you can, and thanks if you cant eveyone here rocks-Shane You don't need a new mesh. Make a new item in the CS that is a container and call it "spawnskeg" or whatever, then tell it to use the same mesh as the keg. Then it should be able to be activated and contain items, but will look just the same. Link to comment Share on other sites More sharing options...
spawn690 Posted October 28, 2006 Author Share Posted October 28, 2006 okay thanks, but the next question is, when makigng a new item i cant tell it to use a mesh i dont have, i would have to make a new "Static" witch is what the keg is....soo uhhh how can i do that? a little help sorry im a bit "loopy" just got off work :D-shane Link to comment Share on other sites More sharing options...
Abramul Posted October 28, 2006 Share Posted October 28, 2006 Bethesda (BBTHN) in their wisdom decided that we did not need access to the game's resource files. Therefore, you will need this program:http://cs.elderscrolls.com/constwiki/index.php/TES4BSA Link to comment Share on other sites More sharing options...
VinceBly Posted October 29, 2006 Share Posted October 29, 2006 What SickleYield suggested is the correct solution. However, as Abramul pointed out, it requires that you unpack the BSA files which creates a lot of files and uses a lot of disk space. Fortunately, it's possible to solve your problem without that. It's simple really. There are some activators that don't work if hidden inside or behind another object. However, there are others that don't have this limitation. First, you will need the static object "BarrelHuge01" (it's a fine looking refill keg, once you shrink it). Second, you need to make an activator based on "RDSwitchLever01". Find it, right click and edit it, changing it's ID to something like "MyActivator01". When asked "Create a new Form?", click Yes (really important). Now verify that "MyActivator01" shows in the activator list, then right click on it so you can edit it some more. Change the name to, say, "Refill Keg". Also, for now, change the associated script to "NONE". Next, place the BarrelHuge01 somewhere easy to get to in the game and shrink it down to 0.30. Put the MyActivator01 nearby, shrink it to 0.60, and rotate it so the lever is parallel to the axis of the barrel and the white stone part is upward. Next move it partly into the barrel, with the lever near the front, aligned with the bung (the round thingy, just above the spigot). Now push it in until the end of the lever just disappears into the bung. The reason for the particular ratio of sizes and the orientation of the activator is to get the largest hot zone possible and centered on the right place. Now to test. If everything went Ok, when the player moves the cursor near the bung and spigot, it will change to the "use" (fist) cursor. Also, "Refill Keg" will be displayed at the lower right of the screen. That's the hard part. You know how to right an OnActivate script. One note: If you decide you want a refilling sound, first you'll need to make a .wav file with the sound you want. However, to make a new sound object in CS you will see a dialog box with an important looking bar that says "Add Sound File". If you haven't made any new sounds before, there's a good chance that clicking that bar does nothing! You must have the directory structure after the path to your main Oblivion directory: ..\Data\Sound\Fx\ (if you don't, create it). Now, when you click on the "Add Sound File", you will see a list of all the files the CS found in the ..\Fx subdirectory (although only .wav files are valid). I hope this is helpful. - Vince Bly - Link to comment Share on other sites More sharing options...
spawn690 Posted October 29, 2006 Author Share Posted October 29, 2006 Yes this would help if it was only for one, and wonderful your idea is. however i plan to place many of them with diffrent types. Wine, Liqure, beer, water, so on so fourth, and your method, however wonderful and i thank you for it, would take many hours to place them. My computer has more then enough space and agian i thank you for the alternitive it may come in handy when a similar problem arises, but my comp can handle it quite well. Sickle: Did i need the blender or the other thing?? what excatly did i need?? thanks Shane Link to comment Share on other sites More sharing options...
Abramul Posted October 29, 2006 Share Posted October 29, 2006 interrogatory Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.