RaffTheSweetling Posted June 9, 2016 Share Posted June 9, 2016 OK first, I am not an inexperienced modder, but I have a hard time with complex things like this. So I implore anyone who knows this sort of thing to not brush me off. I'm really trying to create something wonderful to contribute, but I can't do it on my own. Currently I am stuck with something in my mod which should be a lot easier than it is. I'm trying to rig a simple effect to take place - basically this: The player removes a Fusion Core from a Power Generator and the Power Generator switches off, when that happens I'd also like 2 light objects to link to this action so that they disable when the Power Generator turns off. Should be simple. It isn't I have tried my hand at the Fallout 3 method, using parent enabled links. And that didn't work. I tried linked referencing the lights using the setup the Power Generator uses, including the keyword that is uses in the linked reference, and that didn't work. I tried creating an xmarker, assigning it a lightbuldonoffscript, created linked references to the xmarkerheading from the 2 light objects, and then an activate parent to the Power Generator. That also didn't work. I'm just guessing basically, at how to do this. And I could be guessing for a very long time, with no success. The lack of tutorials, and the non-intuitive nature of this CK has led me back here, where I really do need some assistance from someone who knows what I need to do to make this work. Please help. Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted June 9, 2016 Author Share Posted June 9, 2016 There's gotta be quite a few modders who know how activators, linked references etc., work. Can anyone contact me to offer me a hand? I am at the verge of giving up on my mod because it's gonna be incredibly dull if I can't get anything to work. :( Link to comment Share on other sites More sharing options...
Xylozi Posted June 9, 2016 Share Posted June 9, 2016 Rather than mess around with linked refs, I've achieved what you wanted through Papyrus. I created alternative script for the Fusion Generator (FusionGeneratorMultiSCRIPT) that takes a formlist of object references (so your two lights), and after the generator turns off, it disables the references within the formlist. Here are the mod files: link Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted June 10, 2016 Author Share Posted June 10, 2016 Rather than mess around with linked refs, I've achieved what you wanted through Papyrus. I created alternative script for the Fusion Generator (FusionGeneratorMultiSCRIPT) that takes a formlist of object references (so your two lights), and after the generator turns off, it disables the references within the formlist. Here are the mod files: link Mate!! Thank you so much! Going to have a look at that right now. Really appreciate the help. :) I will probably send you a PM with some more questions, If you don't mind, Xylozi. :) thank you again. Link to comment Share on other sites More sharing options...
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