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Is it possible to place an object in the creation kit that was meant to be placed in the ingame workshop and have it powered by default?


lelcat

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Yes. See RelayOutpostZimonja for an example of how Beth did it. You need to provide power if you want it to be powered by default(i.e. include a generator, and power lines).

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I dont think that solution is working. I copied a generator, and the connected pylon with the cables into my own worldspace, and the generator can not be switched on or off, it also starts off, and the connected cables are not powering anything.

I think they were placed just for show?

 

Is there any way I could get the little NEON letters from the workshop DLC to be lit by default, without the requirement of a workshop? And if that is not possible. How to setup a power generator and a working pylon in the CK? I have tried all interesting looking keywords with triggers, nothing worked.

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Got the generator to work, by adding a linked ref to the nearby workshop, did the same for the pylon and the spline I coped from the Zimonja. However the pylon is not getting power. Is it a matter of the cable snapping to some exact point or is it something else going wrong?

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That is what I did. have them snap to the exact same points as on Zimonja. I have checked all possible items in the vicinity for attached scripts. But nothing. I also noticed my cables, are not physically attached ingame. If I move a workshop item, the cable end point remains at its original place. There must be some special hotkey or something to attach it so it is recognized ingame. Using the snap to setting did not fix it.

Edited by lelcat
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Well, I don't know. if you have the splines, the items you want powered, and the generators all connected to the workshop, and to each other... it should be working.

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I was looking back at the Skyrim creation kit tutorials, and they talk about the Snap to reference(Shift + Q). You could try that, and set the pylon, gen, or powered object as the ref for the end of your spline.

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