brownbear258 Posted September 8, 2011 Share Posted September 8, 2011 i made a POH awhile back when i was first testing out how to make interiors, but now i want to add more to it. the thing is though that i dont want to go to the house and have everything already there, i want to have to buy upgrades for it but i dont know how to make house upgrades can anyone help me? Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 9, 2011 Share Posted September 9, 2011 Well to start, what you'll want to do is place the items into the house. Once that's done, you'll want to decide what should show up together (the workbench and a toolbox or two, maybe some paper scraps around it, stuff like that). Once you've decided what items should be 'grouped' you'll want to place XMarkers for each set of items you want to appear together. Now that you've got the items set up, you'll want to select a group of items, such as the aforementioned workbench setup. Once they're all selected, hit the "-" key on your keyboard to bring up the batch dialog. Check the "Enable Parent" option, then click the "Select Reference in Render Window". Now find an XMarker and double click on it. You'll see a bunch of arrows appear from each of the selected objects pointing at the XMarker. Do this for each group of items you want to enable. Once they're all set up you'll need to name the XMarkers so you can refer to them in script. Double click on one, make note of what is attached to it, and name it accordingly [ModPrefix]WorkbenchEnableREF as an example. Once they're all named, you can write a script to handle enabling them. This part can be done two ways, but the way the game does it, is to have an object script that runs on an item you purchase from a vendor.scn [ModPrefix]HouseWorkbenchItemSCRIPT BEGIN OnAdd Player [ModPrefix]WorkbenchEnableREF.enable removeme ENDThis script will enable the marker, and all its linked items, and then remove the bought item from the player, so they can't sell it. The game changes the value of them to 0, but then you're stuck with a worthless holotape instead, which I think is clunky, since you can only stick it in a box somewhere. Anyway, you'll want a script like that, named for whatever item group you want to enable, with the .enable line being changed to the name of the XMarker ref you want to enable. Once all that is set up, add the holotape items to a container, put it in the cell of the vendor you want to sell the things, and set them to the owner of the container. Now they will sell the items (should start immediately) when you go in the game. Link to comment Share on other sites More sharing options...
brownbear258 Posted September 9, 2011 Author Share Posted September 9, 2011 say i wanted to make it so that there were tier upgrades, and when you buy a better one it disables the old ones. would it go something like this? lets say i have 5 upgrade tiers scn HouseTeir5BedroomUpgradeSCRIPT BEGIN OnAdd Player (tab) HouseTeir1BedroomUpgrade.disable (tab) HouseTeir2BedroomUpgrade.disable (tab) HouseTeir3BedroomUpgrade.disable (tab) HouseTeir4BedroomUpgrade.disable (tab) HouseTeir5BedroomUpgrade.enable (tab) removeme END Link to comment Share on other sites More sharing options...
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