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Creating custom cooking station-help needed


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Ok I created a custom mesh using the grill with a cooking pot among other things. What I want is to turn it into a cooking station using the standing and stirring the pot animation the noodle vendor in Diamond City uses. There's a piece of furniture called "ProtectronNoodlePot" that I can make into a marker for my cooking station. I know that the noodle vendor uses "AnimObjectProtectronWoodenSpoon" to stir with. What I have no idea how to do is put it all together into a cooking station with crafting recipes. There isn't already an existing crafting station with the right animation that I can just duplicate and switch meshes for. Though I am now seriously considering just adding a stool or something to my mesh to see if I can somehow use the existing seated pot stirring cooking station and just do a simple mesh replacement. So what kinds of things do I need to do to put all this together? I don't expect detailed hand holding, I actually want to learn so I don't mind a general overview of the steps I need to do because I can google tutorials and look up anything I don't understand from someone's overview explanation. Thanks!

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I pulled up Evanpox's Crafting Goodies mod in CK and looked at their stoves. So I know I need to create a Constructible Object to get my grill with stew pot as a cooking station into the workshop list. It looks like the Constructible Object points to a furniture item. My primary question at this point is how to combine animation with custom mesh to get that furniture item. That mod's stoves use the meat chopping animation. I know you could do a mesh swap on the WorkbenchCookingStove since it has the same animation, but then don't you have a collision shape that doesn't quite match? If you added the animation as a marker to your custom mesh yourself, how do you position the animation to the mesh object appropriately? For example if creating a marker using ProtectronNoodlePot and my custom mesh, it overlaps the animation with the mesh in a less than useful way.
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You got it in one-- I made my stove as a custom mesh, then just copied the WorkbenchCookingStove item in CK, and replaced the default mesh with my stove mesh. The animations didn't QUITE line up, so I nudged it around until they did, but that had the side effect of the user of my mesh hovering 10 units above 'ground' whilst using, because the custom mesh is 10 units taller than the workbench stove. So, yes, there is that issue of the shape that doesn't quite match.

 

If I'm not mistaken, all of the workbenches are coded as furniture objects. You can turn any furniture object into a workbench in CK by giving them workbench data. You should also have the option to give it a marker model (just under the furniture model field) which would be the animation you wanted.

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That's how I made my custom craft stations. Stove, BBQ, Sink etc.

 

Without the animation tools to make new stuff, some don't quite line up the way they should (height)

 

I haven't found a way around it yet.

 

You can pretty much make any object in the game buildable.

(that's how we got all the bathroom stuff done)

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I went back to the drawing board with some much needed help from Evanpox. I gave up using the ProtectronNoodlePot animation furniture piece. I was able to successfully create a constructible object based on the WorkbenchCookingFireWorkshop furniture item instead. I figured out how to tweak the animation location to better match the mesh I created. Worked fabulously in game, I could create the new cooking station, use it to make stuff etc. I decided to edit the mesh a bit to better suit the new animation with a taller stool and a concrete brick on the bottom shelf of the grill as a foot resting spot. Created in Outfit Studio, exported as nif. Opened in Nifskope to change the Bounding Sphere information on each item exactly the same as I did previously (based on Elianora's tutorial link below). Unfortunately every time I try to edit the furniture item to point to the new mesh file it crashes my display driver which then crashes the Creation Kit. Any ideas on that? A google search hasn't really helped.

 

Eli's custom mesh tutorial:

Edited by damanding
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