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[HELP NEEDED] Replacing reference's base or anything with a similar effect


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*in Three Dog's voice* Helloo Nexus, this is ATOS, the "Productions" that has not produced anything as of this post.

I am currently in the making of my first mod, and have run into a slight problem - I need to change the base of a reference, which I do not know how to do.
To be more exact, the mod involves fixing a certain generator, and what I am hoping to achieve is that after the generator is fixed, it's name changes form Broken Generator to Generator, and it's attached script changes as well. As far as I understand, this could be achieved only by changing the reference generator's base from a broken generator base to a fixed one in game, most likely through a script. How would that be done, and if that is not possible, what other options do I have?

Thank you in advance,

ATOS out

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If I understand what you are wanting you could do the following.

Go to the Generator in the GECK and change its ID to something unique like ATOSgenerator and change the name to Generator. When you hit ok it will ask you to create a new form and you say YES. Do this again and on the second one change the ID it something like ATOSbrokegenerator and the name to Broken Generator. Now you should have 2 new unique generators with 1 named Generator and 1 named Broken Generator. Now it is a simple matter of using a script on the Broken Generator to disable the Broken Generator and enable the fixed Generator. Below would be the script you could use if you were making the change when the Player activated the Broken Generator.

scn FixGeneratorScript

Begin OnActivate
   Generator01REF.enable
   BrokenGenerator01REF.disable
   BrokenGenerator01REF.markfordelete
END

You could actually do the enable disable part in other places such as in a dialogue script, quest script or quest stage script. It all depends on how and when you want it to happen.

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If I understand what you are wanting you could do the following.

Go to the Generator in the GECK and change its ID to something unique like ATOSgenerator and change the name to Generator. When you hit ok it will ask you to create a new form and you say YES. Do this again and on the second one change the ID it something like ATOSbrokegenerator and the name to Broken Generator. Now you should have 2 new unique generators with 1 named Generator and 1 named Broken Generator. Now it is a simple matter of using a script on the Broken Generator to disable the Broken Generator and enable the fixed Generator. Below would be the script you could use if you were making the change when the Player activated the Broken Generator.

scn FixGeneratorScript

Begin OnActivate
   Generator01REF.enable
   BrokenGenerator01REF.disable
   BrokenGenerator01REF.markfordelete
END

You could actually do the enable disable part in other places such as in a dialogue script, quest script or quest stage script. It all depends on how and when you want it to happen.

Thank you! Does exactly what I needed.

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