ArronDominion Posted May 6, 2016 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?
seekingthesun Posted May 6, 2016 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.
ArronDominion Posted May 7, 2016 Author 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
seekingthesun Posted May 7, 2016 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.
ArronDominion Posted May 7, 2016 Author 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
ArronDominion Posted May 14, 2016 Author 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
fadingsignal Posted May 18, 2016 Posted May 18, 2016 Arron -- I was trying to figure this out myself forever and couldn't. Thanks for the tip!
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