Rebsy Posted June 22, 2016 Share Posted June 22, 2016 (edited) I know this can be done, but I can't seem to do it. I want to add one menu, named Greebles, under the Decorations category. So, to do this, I've created a custom keyword named WorkshopRecipeFilterDecor02Greebles. To my knowledge, this should create a new subcategory in the construction menus, named Greebles, under Decorations. Then, I stuck a few constructables in the category. This new Greebles category does not appear in the constructables category. What am I doing wrong? Edited June 22, 2016 by Rebsy Link to comment Share on other sites More sharing options...
Ethreon Posted June 22, 2016 Share Posted June 22, 2016 You need to add it to the Decorations FormID WorkshopRecipeFilter02Decorations (or smth similar). Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 22, 2016 Share Posted June 22, 2016 You need to make a new formlist, then plop a keyword in it for the image, then the next keyword for your menu, then run a script to 'inject' it instead of putting your keyword directly into the menu which will cause all sorts of compat issues. Create a quest, create a refalias, put a script on said ref alias formlist property menuformlist auto constformlist property mymenuformlist auto const event onaliasinit()menuformlist.addform(mymenuformlist)endevent That's all ya get form me cause you probably aren't going to understand it and ask for more help :P SOMEONE ELSE TAKE THE PLATE! Link to comment Share on other sites More sharing options...
Rebsy Posted June 22, 2016 Author Share Posted June 22, 2016 Hmm. In that case...would it be a good/bad/awful idea to make it Settlement Keywords Expanded compliant, and just use those menus? :3 Link to comment Share on other sites More sharing options...
JuJooGuppy Posted June 22, 2016 Share Posted June 22, 2016 I really need to start learning to script; having it inject the menu in post game launch would avoid all compatibility issues, wouldn't it? Certainly is a nifty and smart way to think about it. Without knowing scripting, I am stuck doing it like a caveman so to speak.... Link to comment Share on other sites More sharing options...
Ethreon Posted June 22, 2016 Share Posted June 22, 2016 I really need to start learning to script; having it inject the menu in post game launch would avoid all compatibility issues, wouldn't it? Certainly is a nifty and smart way to think about it. Without knowing scripting, I am stuck doing it like a caveman so to speak....It is, but plenty people seem to have issue due to some beth game bugs. Hmm. In that case...would it be a good/bad/awful idea to make it Settlement Keywords Expanded compliant, and just use those menus? :3Most likely. Link to comment Share on other sites More sharing options...
DarthWayne Posted June 22, 2016 Share Posted June 22, 2016 @DDP what do you need that alias for? The quest script has a OnQuestInit event ;-) Here is a tutorial how to do it:http://www.nexusmods.com/fallout4/mods/12192/? Note that mods that change the workshop menu like this cause trouble when uninstalling. Link to comment Share on other sites More sharing options...
scrivener07 Posted June 23, 2016 Share Posted June 23, 2016 @DDP what do you need that alias for? The quest script has a OnQuestInit event ;-)Because ReferenceAlias has the OnPlayerLoadGame event (quest does not). Plus ReferenceAlias gets events from any actors they point at. You may never need any of that stuff but if your picking an object for the sake of simply binding a script a ReferenceAlias has the most potential to grow. The advice to use a quest alias from DDP is good. Edit: My mistake, OnPlayerLoadGame is an Actor event which is received by a ReferenceAlias. Link to comment Share on other sites More sharing options...
DarthWayne Posted June 23, 2016 Share Posted June 23, 2016 Yeah, I see where you are coming from. I usually use the new remote events in such cases. Scriptname MyScript Extends Quest Event OnQuestInit() RegisterForRemoteEvent(Game.getPlayer(), "OnPlayerLoadGame") EndEvent Event Actor.OnPlayerLoadGame(Actor trigby) ;do something EndEvent Link to comment Share on other sites More sharing options...
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