Deleted2746547User Posted May 16, 2015 Author Share Posted May 16, 2015 (edited) @Jokerine - Well, would it be possible to attach it to a follower Creature - like a Brahmin. So, when you in essence, the brahmin's inventory was actually your base stroage container's? I know that isn't the most realistic thing, because no animal could carry that much stuff - hate to destroy the immersion factor with being able to carry around unlimited items. But at the same time, trying to make it simple so you're not having to run around and move sh&t around every time you need to move an item or to into inventory so you can build. I had experimented with having some build items simply coming from the player, and other heavier ones from base storage...but that just got wway too confusing.So, not sure. If not the creature feature :smile: - --- >>> then maybe something like Glasses our something? How would that work?***I keep forgetting that on screen messages can only be so many characters. I keep trying to build in hints for players and getting CTD's because the message is too long. Edited May 16, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 16, 2015 Author Share Posted May 16, 2015 Another issue that has come up: I added a Quest dialogue for faction members so you can open their inventory. However the greeting is overriding the dialogue for my Merchant. So, he will say the greeting and not give you the option to buy things from his container. Link to comment Share on other sites More sharing options...
Jokerine Posted May 17, 2015 Share Posted May 17, 2015 Hm, okay. Let me think then... I just woke up so my head's a bit fuzzy and I'm really hungry. :sick: - For the merchant dialogue issue, just condition the faction-bound dialogue to not include him/her (with GetIsID) and give them unique dialogue to prevent that kind of overriding. Alternatively just make a custom faction for them or something. - For the brahmin container, you can give it some dialogue. Make something like "I need to store stuff" or whatever, tag it as goodbye, and put ContainerREF.Activate Player 1 in the result script. Alternatively, if you don't want to give them dialogue, make a script like this and attach it to your custom brahmin actor. I'm writing this one off the top of my head so I haven't tested it. You may have to mess with it a bit and there are some limitations - for instance, if the brahmin dies, you will not be able to "loot" it directly, but rather you'll open its hidden container instead. scn OpenBrahminContainerScript ;open hidden container when "talking" to Bramhin Begin OnActivate Player ;only when player does it playsound UIItemsClothingDown ;play a rustling clothes sound ContainerREF.Activate Player 1 ;open container endif end - If you want to open the container with an armor piece it's gonna be a few steps. First, make a message like this (sorry, can't be bothered to write it out, haha - call me lazy all you want). http://i.imgur.com/EImYjaU.png Next, create a piece of dummy armor. In this example I'll just call it "BackpackArmor". Do not select any biped object on the list, and don't give it any biped models (because the player will forcefully unequip it anyway). Although it will need a world model (maybe like the one found here), an icon, and needs to be playable. http://i.imgur.com/Qs0jM3H.png?1 Now, write a script like this... scn OpenBackpackArmorScript ;Script for the dummy armor piece that opens hidden container int button Begin OnEquip Player ;only when player equips it ShowMessage BackpackMSG ;Show "What would you like to do?" message End Begin MenuMode ;selections start here set button to GetButtonPressed if (button ==0) ;Player selects "open backpack" ContainerREF.Activate Player 1 ;open container Player.unequipitem BackpackArmor 0 1 ;unequip dummy armor endif if (button ==1) ;Player selects "nevermind" playsound UIItemsClothingDown ;play a rustling clothes sound player.unequipitem BackpackArmor 0 1 ;unequip dummy armor endif End Finally, attach the script to the dummy armor piece and that should work. Next time the player equips it, the message should appear and then you can choose to open the container. Hope that makes sense. As I said, I just got up (birthday today but still got up at 7 AM, yay...) so I'm not sure if this will be understandable :laugh: Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 19, 2015 Author Share Posted May 19, 2015 I'm going to look over that today. THANK YOU. You know, I'm going to have to go back through all of my activation scripts ----- not sure if I put the part so only the player can activate it ; :facepalm: I've run into an issue with my follower. Whenever you tell her to wait, she runs off. Think I may know what the cause is.. need to test. Anway, will holler at you tomorrow. THANK YOU again! Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 19, 2015 Author Share Posted May 19, 2015 (edited) Tried the dialogue script option but what I may do with the Brahmin is just make him be able to carry a much heavier load but make a "cheat" as in glasses/armor or sommething like that to access base inventory. That way, when you're in the field - you can bring the Ox but dont have unlimited ability to have access to everything. The idea when you're around a major centre that you've established a supply house - is to simply that process because it can get (to me) mundane running back and forth. Anyway, I would like to make the armor option though for those the immersion breaking doesn't bother them.Am having an issue though where the Brahmin/Ox etc. won't talk to you - even though he should. Same way with characters are linked to follow you. Sometimes they give you access to inventory and sometimes they don't.DO NEED to find a script that forces your linked NPCS to stay with you. I keep having to hit the Wait option to bring them back. It's like they get stuck en route.Once i get that fixed: I want to try and write a script that does 2 things. 1 computes how many of certain items you have (citizens, dogs, etc.) and removes food stocks, misc supplies and other items from a different container daily - when the food runs out X happens....) and one where the NPC can pull ammo from your base storage when they run out. I keep giving them nice guns and they keep replacing them with junk when they run out of bullets)! Not sure if either is possible and not something I need to figure out right now... I do need to work on it though at some point. Hope you are well! A VERY BIG THANK YOU TO EVERYONE FOR THE HELP!OHHHHH>>>> ON THE INVENTORY question: what would I need to add (syntax) to have a workbench, etc pull items from Base Storage Container instead of the player. Edited May 19, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 20, 2015 Author Share Posted May 20, 2015 (edited) A Scripting question: I use this script on an activator. When I activate the clipboard it's attached to: it give me the option to enable an NPC for a post/guard duty or to wait. If I have enough "Dog Tag" (which represent the availability of a soldier in storage, it lets me assign the guard and removes the Dog tag from inventory. however, if I don't - it tells me I don't have enough and I need to get the material.My question is: is there a better/more efficient way to write this - like a getref or something... where I make this a generic script rather than having to make 100 copies of the same one and change ref. enabling, etc? Ideally, I also need to figure how to add a re-enable option for the clipboard/or some other work-around if the guard was killed so you could replace him.scn BlackbriarGaltAdminassignSSOScript short AwaitingInputshort buttonVar begin OnActivate ShowMessage BlackbriarGaltAdminassignpostChoiceMessage set awaitingInput to 1end begin gamemodeif awaitingInput == 1set buttonVar to getbuttonpressed if buttonVar > -1set awaitingInput to 0 if buttonVar == 0If BlackbriarBaseStorageRef.GetItemCount BlackbriarSoldierDogTag >= 1 BlackbriarBaseStorageRef.removeitem BlackbriarSoldierDogTag 1BlackbriarAdminSSOplacementRef.enable; enables x marker to place staff BlackbriarAdminSSOHireRef.disable; removes the clipboard activator item from areaShowMessage BlackbriarGuardsAssignedToPostsMsg; message to tell you construction is underwayelse BlackbriarWashoeBuildingMaterialsMsgendif elseif buttonVar == 1ShowMessage BlackbriarNextTimeMsgendifendifendifend Edited May 20, 2015 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 22, 2015 Author Share Posted May 22, 2015 Looking for a script to add to a workbench, etc. that uses a container to pull ingredients from and puts whatever is made back into that container. Any suggestions? scn BlackbriarArmoryCraftingRecipesScript ; Launches crafting interface for recipes in the "BlackbriarArmorerRecipes" category. Ref User Begin OnActivate Set User to GetActionRef If GetActionRef != Player User.Activate Elseif GetActionRef == Player player.showrecipemenu BlackbriarArmorerRecipes Endif End Link to comment Share on other sites More sharing options...
Deleted2746547User Posted May 22, 2015 Author Share Posted May 22, 2015 Keep in mind though: at some point you are more than likely going to be at odds with NCR ... Link to comment Share on other sites More sharing options...
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