Matth85 Posted April 30, 2016 Share Posted April 30, 2016 (edited) Heya! Have anyone manage to figure it out all out? I am currently trying to recreate the system, or at least branch out the original, for a few pet projects of mine. Although I have hit brickwall after brickwall. I see keywords, yet I don't see where the keywords relate to actual data, and I see Default Objects and constructible objects, but I can't see how it all connects. In short, what I am doing: I am planning to add a new workable station where you can customize a specific turret. Going into it, I realize this requires Attach Points (ap_ keywords), which I also assume is done in the .nif(connection points, perhaps. Why a Parent/Child relationship though?). So, I figured I'd try to reverse engineer their whole system and see if I can't make it out. I started with the WorkbenchRobot from the Automatron DLC since it's closest to what i want to achieve. heck, I could get away by simply adding a new frame to that workbench. Anyways, What I have gathered so far: 1) constructible objects creates the OMOD(mod) which holds the model, stats and it's where you specify which attach point(keyword) to be used. --> What is the signifcance of these keywords? I can't find them in the nifs, so where is the connection between them and the actual attach point of the model? How can I create a new point? Why can't i create a new keyword and use it in the list? --> I assume the keywords somehow translates, so when you click an entry you get the right omod. I can't see the connection, though. Hmrph. 2) The entries are done via keywords in the TopListSub and TopList --> TopListSublist are positional linked. The entries from the sublist depends on the position in relation to the toplist. aka: if you switch the formlists of Head and torso in the sublist, all heads will be found under "Torso" and all torso under "Head" --> Changing name of keyword (the actual name parameter) in the toplist changes the category name. --> ap_bot_x are the main category (aka: No Torso, Assaultron Torso, Protectron torso). The other keywords are related to this one (we got ap_bot_AssaultronArmorSlotTorso and similiar for rear/front for all 4 types, 2 mod slots, 2 armor slots and a misc slot. In game we get the base, rear, front and misc. This means if you pick the assaultron torso, the 2 assaultron keywords kick in and you get a new list of choices). --> How does this keyword relate to each other? Where do they relate to each other? How can I edit them? --> The last entry of the head formlist, after I delete most of it, is the ap_bot_Head, which is the same that is under the TopList. This list contains no head, assaultron head, protectron head, Robobrain head and sentry head. How can a keyword do that? -->EDIT: there seem to be more keywords that dictates this list as well. Ap_bot_headArmorPam, ap_bot_HeadArmorAssaultron, etc. So ap_bot_head dictates the head choice list, where ap_bot_headarmor are located. --> Adding a new ap_bot_test entry does nothing. It does not add a new entry to the toplist, or to any list under. --> How are these points decided, where are they specified and why can't I add a new category? --> Even if I use an already existing one, nothing happens. I even threw it at a random spot in the toplist, which should screw the positionals for the sublist. Nope, no change. 3) Default Object holds some information. For example: RobotWorkBench_TopSlotList - "A list of form lists used to fill the second level of slots.". --> Why can't I make my own Default object? The only settings I can choose are irrelevant. --> What does it do? I can't see where it connect to anything. It holds the formlist of the keywords, but where is it called and why isn't the formlist just used? --> Why is there one for Torso and legs, but not Head and Arms? --> Why is it used for companions such as Curie? 4) Just a question: The first entry, asking which automatrons to edit or create a new one; Where is it? I want to add a new frame to it. It's not a keyword -- or at least I haven't found it, and it is not a Message(Or I haven't found it). Could this be in a script? But activating the workbench doesn't seem to start a quest. Unless I have missed something. So, basically, I am wondering: has anyone figured it all out, or at least has gotten a bit further than me in this madness? EDIT: Haven't managed to sort out how to add a new frame or add in new catgories, but I did manage to create a new entry. Just connect the Object Mod to one of the ap_bot_x points, and it goes in the list. I wonder if the entry is dealt with via a quest script? Still no clue how to deal with new categories. They seem related to attach point, which I can't edit. Is the keyword related to the nifs, or is it hardcoded? hm...I also noticed you can specify what type of bench you are on. Does this mean a completely custom bench is impossible, because these options are hard coded? Yikes. Alas, thankfully the entry point of the robot bench is flexible enough to be of use (since you get a prompt as you enter, which could be edited) Assuming these points are either nif related (not started looking into it yet), or hard coded, it means I'll have to see if i can't at least temporarily rename the categories. I still need to find that first message, and see how that is dealt with! Seems like a simple messagebox + script. but.. eh... I can't seem to find it. Edited April 30, 2016 by Matth85 Link to comment Share on other sites More sharing options...
mazakala Posted May 4, 2016 Share Posted May 4, 2016 I'm interested in this as well, but coming from a slightly different angle. I'm trying to figure out how the electric grid system works, how the different items know they are connected to each other and the workshop.. There seems to be keywords, but it doesn't make sense. Either it's incredibly hard to understand, or it's hardcoded, or I'm missing something, or all of the above. Link to comment Share on other sites More sharing options...
mazakala Posted May 4, 2016 Share Posted May 4, 2016 I 'm guessing that GenericBehaviors\Workshop\Workshop.hkx is probably what makes some, or most of the workshop physics tick. That was what was interfering with what I was trying to do, anyway. Link to comment Share on other sites More sharing options...
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