ArronDominion Posted May 6, 2016 Share Posted May 6, 2016 Hello Nexus, I have been playing around with the Fallout 4 Creation Kit a little (have little free time unfortunately), and was wanting to make more terminal options for placeable settlement. I have the terminal in the build menu, but when it is placed, there is not interaction dialogue when near the terminal. Here is what I have on the constructable object:https://www.dropbox.com/s/wmm9mvy3ft2a7tw/ajdtbuildableterminalcorded_constructableobjectforterminal.png?dl=0 And here is what I have for the terminal itself:https://www.dropbox.com/s/jikwizm4eq1oqbf/ajdtbuildableterminal_terminalsetup_withchanges.png?dl=0 And here is what it acts like in game:https://www.dropbox.com/s/t369yvqwo4e5p6j/20160501114808_1.jpg?dl=0 https://www.dropbox.com/s/dz9kmssq2vrb3ru/20160501112143_1.jpg?dl=0 https://www.dropbox.com/s/mfaxn8szfc4lckj/problemchild.jpg?dl=0 Someone on the Bethesda mentioned interaction markers, which I believe I have added...but I am missing something. Anyone know what I might be doing wrong? Link to comment Share on other sites More sharing options...
seekingthesun Posted May 6, 2016 Share Posted May 6, 2016 try this on the objectsetangle z 0setangle x 0 setangle y 0If that doesn't work try entering:Modpos z 5a few times and see if it works. Link to comment Share on other sites More sharing options...
ArronDominion Posted May 7, 2016 Author Share Posted May 7, 2016 (edited) None of those commands seem to be affecting it in-game. I decided to take your suggestion and turned it into a script: Scriptname AJDTerminalInitScript extends ObjectReference Const {Author: Arron Dominion Contents: A script to control behavior when spawned.} Event OnInit() self.SetAngle(0,0,0) float currX = self.GetPositionX() float currY = self.GetPositionY() float currZ = self.GetPositionZ() float newZ = currZ + 5 self.SetPosition(currX,currY,newZ) EndEvent https://www.dropbox.com/s/jdicgv6sjdk4234/ajdtbuildableterminal_scriptforinitevent.png?dl=0 No dice on the script route either. Edited May 7, 2016 by Arron Dominion Link to comment Share on other sites More sharing options...
seekingthesun Posted May 7, 2016 Share Posted May 7, 2016 Open it up in fo4edit. There's a row that actually plugs in interactivity for things like terminals and radios. It might be blank. Link to comment Share on other sites More sharing options...
ArronDominion Posted May 7, 2016 Author Share Posted May 7, 2016 I looked at FO4Edit and compared it with the vanilla Workshop terminal. The only difference I saw readily was that I had no preview transform, and proceeded to add one. I am still at the same point though. Is there a particular row I need to look at?:https://www.dropbox.com/s/mglo9768f1wh5hl/ajdtbuildableterminal_fo4edit_screen1.png?dl=0 https://www.dropbox.com/s/seo17fw406rid9k/ajdtbuildableterminal_fo4edit_screen2.png?dl=0 Link to comment Share on other sites More sharing options...
ArronDominion Posted May 14, 2016 Author Share Posted May 14, 2016 So as an update, I ended up getting the terminal to work. For whatever reason, in the Workshop Object Create process, it is forcing a power requirement onto the terminal. So I ended up making it both generate power and require power. Here are the settings I used in my test terminal:https://www.dropbox.com/s/rosdu3jfwa9jeb9/ajdtbuildableterminal_worksettings.png?dl=0 Link to comment Share on other sites More sharing options...
fadingsignal Posted May 18, 2016 Share Posted May 18, 2016 Arron -- I was trying to figure this out myself forever and couldn't. Thanks for the tip! Link to comment Share on other sites More sharing options...
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