Purr4me Posted August 11, 2016 Share Posted August 11, 2016 when you get the file I send, expose it and look at each entry and see what is corresponding with what. The workbench is default fallout3.esm source, that's one of the things you will notice.Light house seems not to have any thing in it to cause harm but Binoc and the workbench mods do. Binoc uses default code so it's the same data, workbench is the only real changed data. Link to comment Share on other sites More sharing options...
scharleaux Posted August 11, 2016 Author Share Posted August 11, 2016 (edited) Ok, I'm eager to look into it and absorb what you just provided me. BTW I'm reading: Completely Overwhelmed... :(Started by ZpIIlz, Jul 15 2016 05:16 PM I'm just DELIGHTED! Edited August 11, 2016 by scharleaux Link to comment Share on other sites More sharing options...
Purr4me Posted August 12, 2016 Share Posted August 12, 2016 (edited) Ok, I'm eager to look into it and absorb what you just provided me. BTW I'm reading: Completely Overwhelmed... :sad:Started by ZpIIlz, Jul 15 2016 05:16 PM I'm just DELIGHTED!It is a hell of a read. I think people are worth it. There were some that thought otherwise.you never know what the future has in store for you unless you step up and step forward. In a newbie level, it's is as the title say's. IT fits. But.. a step by step one on one application of knowledge goes a long way. Some things "at first" may appear out of order...but then things start to drop into place. When the last thing drops into place? That's when it all comes together and pop's you in the face !. you find your self staring, and playing the game and forget how you got there in the first place. It makes it quite obvious no thought toward the users were made in the software it's self. Does that mean we just give up? Perhaps not... sit down, take a load off, read, think about things...do some tests as laid out. Think some more about the tools that made this possible. then think hard about what I have shared. I have mentioned "Fallout3" is My game. you have to wonder why I might say that? <-- Don't, just do. On the thread mentioned, we have left off at a point where things have shown them selves not to be in a desired lay out.As so posted, the other party has "thought a great deal", and now "does" understand how a lot of it all works now. What took place over time is a lot of effort on all sides to get to the truth about that "how it all works". Here , on the nexus, all of this was shared. What I shared IS "That's my MOD".Gawd, have I got a lot still cooking in the kitchen. Your welcome. Kitty Edited August 12, 2016 by Purr4me Link to comment Share on other sites More sharing options...
scharleaux Posted August 12, 2016 Author Share Posted August 12, 2016 (edited) Look, I checked the plugin you sent me. I activated it and, in-game, this is what happens. I checked your file in FO3Edit and everything seems ok. The script matches the one from Workbench Repair&Dismantle, also the missing additional references added by Workbench. scn SchematicsWorkbenchScript ;workbench to create and repair weapons; 1. Which schematics does the player have? Display as buttons.; 2. If has items needed to create, do it; otherwise display "error" message short HasItemsshort Button short AwaitingInputref EquippedWeaponBase ; GetEquippedObject will be set to this variableref EquippedWeaponRef ; Because GetEquippedObject returns a base id, this variable will contain its ref idshort RepairSkillshort ToolBonusshort RepairJunkVariableMeleeshort RepairJunkVariableEnergy short RepairJunkVariableFirearmfloat RepairFinalCondition short item1short item2short item3short item4 float weaponCondition ; calculate what condition the weapon is at when created ; how many of these weapons has the player made? ;short countBottlecap;short countDartGun;short countDeathclaw;short countNuka;short countRailway;short countRockit;short countShishkebab Begin OnActivate if IsActionRef player ; display Workbench repair context menuShowMessage SchematicsWorkbenchMsgBaseset AwaitingInput to 1set HasItems to 0 if GetHasNote SchematicsBottlecapMineNote == 1 || GetHasNote SchematicsDartGunNote == 1 || GetHasNote SchematicsDeathclawGauntletNote == 1set HasItems to 1endifif GetHasNote SchematicsNukaCocktailNote == 1 || GetHasNote SchematicsRailwayRifleNote == 1 || GetHasNote SchematicsRockitLauncherNote == 1 || GetHasNote SchematicsShishkebabNote == 1set HasItems to 1endifif GetHasNote SchematicsBottlecapMineNote10 == 1 || GetHasNote SchematicsDartGunNote10 == 1 || GetHasNote SchematicsDeathclawGauntletNote10 == 1set HasItems to 1endifif GetHasNote SchematicsNukaCocktailNote10 == 1 || GetHasNote SchematicsRailwayRifleNote10 == 1 || GetHasNote SchematicsRockitLauncherNote10 == 1 || GetHasNote SchematicsShishkebabNote10 == 1set HasItems to 1endifif GetHasNote SchematicsBottlecapMineNote20 == 1 || GetHasNote SchematicsDartGunNote20 == 1 || GetHasNote SchematicsDeathclawGauntletNote20 == 1 || GetHasNote SchematicsRockitLauncherNote30 == 1set HasItems to 1endifif GetHasNote SchematicsNukaCocktailNote20 == 1 || GetHasNote SchematicsRailwayRifleNote20 == 1 || GetHasNote SchematicsRockitLauncherNote20 == 1 || GetHasNote SchematicsShishkebabNote20 == 1set HasItems to 1endifendifEnd Begin GameMode set Button to GetButtonPressed if AwaitingInput == 1 if button == 3if player.getitemcount weap10mmsubmachinegun == 0 && player.getitemcount weapshotguncombat == 0 && player.getitemcount weaphuntingrifle == 0 && player.getitemcount weapassaultrifle == 0 && player.getitemcount weapchineseassaultrifle == 0 && player.getitemcount weapsniperrifle == 0 && player.getitemcount weapminigun == 0 && player.getitemcount weapplasmarifle == 0 && player.getitemcount weapLaserRifle == 0 ShowMessage SchematicsWorkbenchMsgDismantleFailelseif player.getitemcount weap10mmsubmachinegun == 0 && player.getitemcount weapshotguncombat == 0 && player.getitemcount weaphuntingrifle == 0 && player.getitemcount weapassaultrifle == 0 && player.getitemcount weapchineseassaultrifle == 0 && player.getitemcount weapsniperrifle == 0 && player.getitemcount weapminigun == 0 && player.getav repair < 50 ShowMessage SchematicsWorkbenchMsgDismantleFailelseif player.getitemcount weap10mmsubmachinegun == 0 && player.getitemcount weapshotguncombat == 0 && player.getitemcount weaphuntingrifle == 0 && player.getitemcount weapassaultrifle == 0 && player.getitemcount weapchineseassaultrifle == 0 && player.getav repair < 30 ShowMessage SchematicsWorkbenchMsgDismantleFailelseShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifendif if button == 1if ( player.GetWeaponHealthPerc ) < 100ShowMessage SchematicsWorkbenchMsgRepairRepairStorageReference.Activate Playerset EquippedWeaponBase to player.GetEquippedObject 5set EquippedWeaponRef to player.placeatme EquippedWeaponBase 1 100 1EquippedWeaponRef.disableset RepairJunkVariableEnergy to 0 set RepairJunkVariableFirearm to 0set RepairJunkVariableMelee to 0set RepairSkill to player.getav Repair set ToolBonus to 0set AwaitingInput to 20set Button to GetButtonPressedelseShowMessage SchematicsWorkbenchMsgNoRepairendifendif if button == 2if HasItems == 1ShowMessage SchematicsWorkbenchMsgset AwaitingInput to 30set Button to GetButtonPressedelseShowMessage SchematicsWorkbenchNoneMsgendifendifendif if AwaitingInput == 10 if button ==1PlaySound UIRepairWeaponplayer.removeitem weap10mmsubmachinegun 1player.additem WorkbenchRepairParts 1ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==2PlaySound UIRepairWeaponplayer.removeitem weapshotguncombat 1player.additem WorkbenchRepairParts 1ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==3PlaySound UIRepairWeaponplayer.removeitem weaphuntingrifle 1player.additem WorkbenchRepairParts 1ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==4PlaySound UIRepairWeaponplayer.removeitem weapassaultrifle 1player.additem WorkbenchRepairParts 2ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==5PlaySound UIRepairWeaponplayer.removeitem weapchineseassaultrifle 1player.additem WorkbenchRepairParts 2ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==6PlaySound UIRepairWeaponplayer.removeitem weapsniperrifle 1player.additem WorkbenchRepairParts 3ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==7PlaySound UIRepairWeaponplayer.removeitem weapminigun 1player.additem WorkbenchRepairParts 3ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==8PlaySound UIRepairWeaponplayer.removeitem weaplaserrifle 1player.additem WorkbenchRepairPartsAdvanced 2ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendifif button ==9PlaySound UIRepairWeaponplayer.removeitem weapplasmarifle 1player.additem WorkbenchRepairPartsAdvanced 2ShowMessage SchematicsWorkbenchMsgDismantleset AwaitingInput to 10set Button to GetButtonPressedendif endif if AwaitingInput == 20 if button ==1 if EquippedWeaponRef.IsWeaponSkillType unarmed == 1 || EquippedWeaponRef.IsWeaponSkillType meleeweapons == 1; Function 1, for unarmed and melee weapons... Whet Stone, Hammer, Scrap Metal, Wonderglue if (RepairStorageReference.getitemcount whetstone01 > 0)set RepairJunkVariableMelee to RepairJunkVariableMelee +2*(RepairStorageReference.getitemcount whetstone01)endifif (RepairStorageReference.getitemcount spareparts > 0)set RepairJunkVariableMelee to RepairJunkVariableMelee +1*(RepairStorageReference.getitemcount spareparts)endifif (RepairStorageReference.getitemcount wonderglue > 0)set RepairJunkVariableMelee to RepairJunkVariableMelee +1*(RepairStorageReference.getitemcount wonderglue)endifif (RepairStorageReference.getitemcount EquippedWeaponBase > 0)set RepairJunkVariableMelee to RepairJunkVariableMelee + 3*(RepairStorageReference.getitemcount EquippedWeaponBase)endif if RepairJunkVariableMelee > 0if (Player.getitemcount hammer01 > 0)set ToolBonus to 10endifendif if RepairJunkVariableMelee == 0showmessage SchematicsWorkbenchMsgRepairFailelseset RepairFinalCondition to RepairSkill*(RepairJunkVariableMelee/10) + player.GetWeaponHealthPerc + ToolBonus +8if (RepairFinalCondition > 100)set RepairFinalCondition to 100endifplayer.SetWeaponHealthPerc RepairFinalConditionPlaySound UIRepairWeaponShowMessage SchematicsWorkbenchMsgRepairCompleteRepairStorageReference.removeallitems RepairStorageEndReferenceendif endif if EquippedWeaponRef.IsWeaponSkillType smallguns == 1 || EquippedWeaponRef.IsWeaponSkillType bigguns == 1; Function 2, for small guns and big guns... Abraxo Cleaner, Bent Tin Can, Tin Can, Scrap Metal, [Wrench], and Weapon Parts if (RepairStorageReference.getitemcount AbraxoCleaner > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm +1*(RepairStorageReference.getitemcount AbraxoCleaner)endifif (RepairStorageReference.getitemcount TinCan01 > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm +1*(RepairStorageReference.getitemcount TinCan01)endifif (RepairStorageReference.getitemcount TinCan02 > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm +1*(RepairStorageReference.getitemcount TinCan02)endifif (RepairStorageReference.getitemcount SpareParts > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm +2*(RepairStorageReference.getitemcount SpareParts)endif if (RepairStorageReference.getitemcount WorkbenchRepairParts > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm +3*(RepairStorageReference.getitemcount WorkbenchRepairParts)endifif (RepairStorageReference.getitemcount EquippedWeaponBase > 0)set RepairJunkVariableFirearm to RepairJunkVariableFirearm + 3*(RepairStorageReference.getitemcount EquippedWeaponBase)endif if RepairJunkVariableFirearm > 0if (Player.getitemcount Wrench01 > 0)set ToolBonus to 10endif endif if RepairJunkVariableFirearm == 0showmessage SchematicsWorkbenchMsgRepairFailelseset RepairFinalCondition to RepairSkill*(RepairJunkVariableFirearm/10) + player.GetWeaponHealthPerc + ToolBonus + 5if (RepairFinalCondition > 100)set RepairFinalCondition to 100endifplayer.SetWeaponHealthPerc RepairFinalConditionPlaySound UIRepairWeaponShowMessage SchematicsWorkbenchMsgRepairCompleteRepairStorageReference.removeallitems RepairStorageEndReferenceendif endif if EquippedWeaponRef.IsWeaponSkillType energyweapons == 1; Function 3 for energy weapons... Fission Battery, Sensor Module, Scrap Metal, Wrench, and Advanced Weapon Parts if (RepairStorageReference.getitemcount SensorModule > 0)set RepairJunkVariableEnergy to RepairJunkVariableEnergy +2*(RepairStorageReference.getitemcount SensorModule)endifif (RepairStorageReference.getitemcount FissionBattery > 0)set RepairJunkVariableEnergy to RepairJunkVariableEnergy +1*(RepairStorageReference.getitemcount FissionBattery)endifif (RepairStorageReference.getitemcount SpareParts > 0)set RepairJunkVariableEnergy to RepairJunkVariableEnergy +2*(RepairStorageReference.getitemcount SpareParts)endifif (RepairStorageReference.getitemcount WorkbenchRepairPartsAdvanced > 0)set RepairJunkVariableEnergy to RepairJunkVariableEnergy +3*(RepairStorageReference.getitemcount WorkbenchRepairPartsAdvanced)endifif (RepairStorageReference.getitemcount EquippedWeaponBase > 0)set RepairJunkVariableEnergy to RepairJunkVariableEnergy + 3*(RepairStorageReference.getitemcount EquippedWeaponBase)endif if RepairJunkVariableEnergy > 0if (Player.getitemcount Wrench01 > 0)set ToolBonus to 10endifendif if RepairJunkVariableEnergy == 0showmessage SchematicsWorkbenchMsgRepairFailelseset RepairFinalCondition to RepairSkill*(RepairJunkVariableEnergy/10) + player.GetWeaponHealthPerc + ToolBonus + 5if (RepairFinalCondition > 100)set RepairFinalCondition to 100endifplayer.SetWeaponHealthPerc RepairFinalConditionPlaySound UIRepairWeaponShowMessage SchematicsWorkbenchMsgRepairCompleteRepairStorageReference.removeallitems RepairStorageEndReferenceendif endifendifendif if AwaitingInput == 30 if ( Button >0 ); base condition is just repair skillset weaponCondition to (player.getav Repair)/100 if button == 1; bottlecap mine; 1. check for schematicsif GetHasNote SchematicsBottlecapMineNote == 0 && GetHasNote SchematicsBottlecapMineNote10 == 0 && GetHasNote SchematicsBottlecapMineNote20 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount LunchBox > 0 ) && ( player.GetItemCount CherryBomb > 0 ) && ( player.GetItemCount SensorModule > 0 ) && ( player.GetItemCount Caps001 >= 10 ); 3. make itShowMessage SchematicsWorkbenchSuccessBottlecapMsgplayer.RemoveItem LunchBox 1 1player.RemoveItem CherryBomb 1 1player.RemoveItem SensorModule 1 1player.RemoveItem Caps001 10 1; Mines and Grenades are always 100%if player.gethasNote SchematicsBottlecapMineNoteplayer.AddItemHealthPercent WeapMineBottlecap 1 100elseif player.gethasNote SchematicsBottlecapMineNote10player.AddItemHealthPercent WeapMineBottlecap 2 100elseif player.gethasNote SchematicsBottlecapMineNote20player.AddItemHealthPercent WeapMineBottlecap 3 100endifPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countBottlecap to countBottlecap + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount LunchBox set item2 to player.GetItemCount CherryBomb set item3 to player.GetItemCount SensorModule set item4 to player.GetItemCount Caps001 ShowMessage SchematicsWorkbenchFailureBottlecapMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 2; dart gun; 1. check for schematicsif GetHasNote SchematicsDartGunNote == 0 && GetHasNote SchematicsDartGunNote10 == 0 && GetHasNote SchematicsDartGunNote20 == 0 ShowMessage SchematicsWorkbenchFailureGenericMsgelse;2. check for componentsif ( player.GetItemCount PaintGun > 0 ) && ( player.GetItemCount RadscorpionPoisonGland > 0 ) && ( player.GetItemCount ToyCar > 0 ) && ( player.GetItemCount SurgicalTubing > 0 );3. make it;message "Dart Gun created."ShowMessage SchematicsWorkbenchSuccessDartGunMsgplayer.RemoveItem PaintGun 1 1player.RemoveItem RadscorpionPoisonGland 1 1player.RemoveItem ToyCar 1 1player.RemoveItem SurgicalTubing 1 1; calculate conditionset weaponCondition to (weaponCondition * countDartGunBonus)if weaponCondition > 100set weaponCondition to 100endifplayer.AddItemHealthPercent WeapDartGun 1 weaponConditionPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countDartgun to countDartgun + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else;failure messageset item1 to player.GetItemCount PaintGun set item2 to player.GetItemCount RadscorpionPoisonGlandset item3 to player.GetItemCount ToyCar set item4 to player.GetItemCount SurgicalTubing ShowMessage SchematicsWorkbenchFailureDartGunMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 3; deathclaw gauntlet; 1. check for schematicsif GetHasNote SchematicsDeathclawGauntletNote == 0 && GetHasNote SchematicsDeathclawGauntletNote10 == 0 && GetHasNote SchematicsDeathclawGauntletNote20 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount WonderGlue > 0 ) && ( player.GetItemCount DeathclawHand > 0 ) && ( player.GetItemCount LeatherBelt > 0 ) && ( player.GetItemCount MedicalBrace > 0 ); 3. make it;message "Deathclaw Gauntlet created."ShowMessage SchematicsWorkbenchSuccessDeathclawMsgplayer.RemoveItem WonderGlue 1 1player.RemoveItem DeathclawHand 1 1player.RemoveItem LeatherBelt 1 1player.RemoveItem MedicalBrace 1 1; calculate conditionset weaponCondition to (weaponCondition * countDeathclawBonus)if weaponCondition > 100set weaponCondition to 100endifplayer.AddItemHealthPercent WeapDeathclawGauntlet 1 weaponConditionPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countDeathclaw to countDeathclaw + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount WonderGlueset item2 to player.GetItemCount DeathclawHand set item3 to player.GetItemCount LeatherBelt set item4 to player.GetItemCount MedicalBrace ShowMessage SchematicsWorkbenchFailureDeathclawMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 4; nuka grenade; 1. check for schematicsif GetHasNote SchematicsNukaCocktailNote == 0 && GetHasNote SchematicsNukaCocktailNote10 == 0 && GetHasNote SchematicsNukaCocktailNote20 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount MS05NukaColaQtm > 0 ) && ( player.GetItemCount TinCan01 > 0 ) && ( player.GetItemCount Turpentine > 0 ) && ( player.GetItemCount AbraxoCleaner > 0 ); 3. make it;message "Nuka Cocktail created."ShowMessage SchematicsWorkbenchSuccessNukaCocktailMsgplayer.RemoveItem MS05NukaColaQtm 1 1player.RemoveItem TinCan01 1 1player.RemoveItem Turpentine 1 1player.RemoveItem AbraxoCleaner 1 1; Mines and Grenades are always 100%if player.gethasNote SchematicsNukaCocktailNoteplayer.AddItemHealthPercent WeapNukaCocktail 1 100elseif player.gethasNote SchematicsNukaCocktailNote10player.AddItemHealthPercent WeapNukaCocktail 2 100elseif player.gethasNote SchematicsNukaCocktailNote20player.AddItemHealthPercent WeapNukaCocktail 3 100endifPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countNuka to countNuka + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount MS05NukaColaQtmset item2 to player.GetItemCount TinCan01set item3 to player.GetItemCount Turpentine set item4 to player.GetItemCount AbraxoCleaner ShowMessage SchematicsWorkbenchFailureNukaCocktailMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 5; railway rifle; 1. check for schematicsif GetHasNote SchematicsRailwayRifleNote == 0 && GetHasNote SchematicsRailwayRifleNote10 == 0 && GetHasNote SchematicsRailwayRifleNote20 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount Crutch > 0 ) && ( player.GetItemCount SteamGaugeAssembly > 0 ) && ( player.GetItemCount FissionBattery > 0 ) && ( player.GetItemCount PressureCooker > 0 ); 3. make it;message "Railway Rifle created."ShowMessage SchematicsWorkbenchSuccessRailwayRifleMsgplayer.RemoveItem Crutch 1 1player.RemoveItem SteamGaugeAssembly 1 1player.RemoveItem FissionBattery 1 1player.RemoveItem PressureCooker 1 1; calculate conditionset weaponCondition to (weaponCondition * countRailwayBonus)if weaponCondition > 100set weaponCondition to 100endifplayer.AddItemHealthPercent WeapRailwayRifle 1 weaponConditionPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countRailway to countRailway + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount Crutchset item2 to player.GetItemCount SteamGaugeAssembly set item3 to player.GetItemCount FissionBattery set item4 to player.GetItemCount PressureCooker ShowMessage SchematicsWorkbenchFailureRailwayRifleMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 6; rock-it launcher; 1. check for schematicsif GetHasNote SchematicsRockItLauncherNote == 0 && GetHasNote SchematicsRockItLauncherNote10 == 0 && GetHasNote SchematicsRockItLauncherNote20 == 0 && GetHasNote SchematicsRockItLauncherNote30 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount VacuumCleaner > 0 ) && ( player.GetItemCount LeafBlower > 0 ) && ( player.GetItemCount FirehoseNozzle > 0 ) && ( player.GetItemCount Conductor > 0 ); 3. make it;message "Rock-It Launcher created."ShowMessage SchematicsWorkbenchSuccessRockItMsgplayer.RemoveItem VacuumCleaner 1 1player.RemoveItem LeafBlower 1 1player.RemoveItem FirehoseNozzle 1 1player.RemoveItem Conductor 1 1; calculate conditionset weaponCondition to (weaponCondition * countRockitBonus )if weaponCondition > 100set weaponCondition to 100endifplayer.AddItemHealthPercent WeapRockItLauncher 1 weaponConditionPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countRockit to countRockit + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount VacuumCleaner set item2 to player.GetItemCount LeafBlower set item3 to player.GetItemCount FirehoseNozzle set item4 to player.GetItemCount Conductor ShowMessage SchematicsWorkbenchFailureRockItMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendif elseif button == 7; Shishkebab; 1. check for schematicsif GetHasNote SchematicsShishkebabNote == 0 && GetHasNote SchematicsShishkebabNote10 == 0 && GetHasNote SchematicsShishkebabNote20 == 0ShowMessage SchematicsWorkbenchFailureGenericMsgelse; 2. check for componentsif ( player.GetItemCount MotorcycleGasTank > 0 ) && ( player.GetItemCount PilotLight > 0 ) && ( player.GetItemCount LawnmowerBlade > 0 ) && ( player.GetItemCount MotorcycleHandbrake > 0 ); 3. make it;message "Shishkebab created."ShowMessage SchematicsWorkbenchSuccessShishkebabMsgplayer.RemoveItem MotorcycleGasTank 1 1player.RemoveItem PilotLight 1 1player.RemoveItem LawnmowerBlade 1 1player.RemoveItem MotorcycleHandBrake 1 1; calculate conditionset weaponCondition to (weaponCondition * countShishkebabBonus )if weaponCondition > 100set weaponCondition to 100endifplayer.AddItemHealthPercent WeapShishkebab 1 weaponConditionPlaySound UIRepairWeapon; increment countModPCMiscStat "Weapons Created" 1set countShishkebab to countShishkebab + 1 ;If the player has made one of each item, add Achievement 40if countWeapAchievement == 0if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1 addachievement 40set countWeapAchievement to 1endifendif else; 4. failure messageset item1 to player.GetItemCount MotorcycleGasTank set item2 to player.GetItemCount PilotLight set item3 to player.GetItemCount LawnmowerBladeset item4 to player.GetItemCount MotorcycleHandbrake ShowMessage SchematicsWorkbenchFailureShishkebabMsg, item1, item2, item3, item4ShowMessage SchematicsWorkbenchMsgendifendifendifendif endif ; This one's mine EndI have personally checked the script above and when loaded alone, it works. Now this is the mistery for me, when Workbench is loaded with Lighthouse it doesn't work anymore. So I started testing combinations to see what could I reproduce: This is what happens when I activate Workbench with Binoculars mod. Can you notice the message on the left upper corner? It is a different conflict. :huh: :huh: :huh: Now THIS is what happens when we have all of them activated without your patch, to clear out, nothing happens. Now I activate your patch BinLightWorkBench, like THIS. Nothing happens, it is the same. To explain further, your patch is actually doing nothing. I receive the same "click" sound of pressing "E" but nothing happens, as if there was no activator script. I tried to open all in G.E.C.K and inspect, but what a hot dog seller could see when inspecting a Nuclear Bomb? One thing I noticed, when I do not load Workbench in GECK, the workbench script, for some reason, is the default one. But when I load it, it gets updated to the one that should make the MSGBOX appear. I thought that by adding and saving the script in GECK, it would overwrite fallout3.esm info. BTW, this is my FO3Edit:1It is different!2There is some missing references and errors in the Workbench ESP.3 Isn't weird it is different from yours. What I noticed is that Binoculars is identical to master. Lighthouse, as you said, doesn't even comes to play. Workbench comes and overwrites, but soon is overwrited by your patch and transformed into conflict loser. Something fishy is happening. Well this is all that I got. If you can help me further I would appreciate. I'm thinking about PMing that guy who has a Yugi-Oh pic in his nexus profile, to see if he can help me sorting this out. I think he is the responsible for support in Cipsis webpage. Also I forgot! Good morning and have a good day. Edited August 12, 2016 by scharleaux Link to comment Share on other sites More sharing options...
Purr4me Posted August 12, 2016 Share Posted August 12, 2016 Looking into it. looks like the code came from another mod.Craft FWE Fook weapon mod rip MUW any large old mod.it's missing code that should be there. I just used the mods put forth, and it needs more investigations. Good morning. Fishy is the correct term. Link to comment Share on other sites More sharing options...
Purr4me Posted August 13, 2016 Share Posted August 13, 2016 http://www.nexusmods.com/fallout3/mods/searchresults/?quicksrc_name=workbench&quicksrc_auth=Author&quicksrc_game=120 There is an awl full lot of workbench-works here as found. + all the other mods mentioned too.still looking over the little bit of code i have here. Link to comment Share on other sites More sharing options...
Purr4me Posted August 13, 2016 Share Posted August 13, 2016 "The missing Element IS FOSE" Requirements===================Fallout3.esmPointLookout.esmFallout 3 Patch 1.7FOSE v1_2Fallout Mod Managerand there were two versions made. IF FOSE is not running, the very version the author used for the light house mod, then the data will invalidate the code from the start. NOTE the version is v1_2 ..? not beta, not 3 but that one.The light house source is point lookout as well. DLC content derivative. The workbench your using is in the main master file and not in the DLC ..not that it might matter any but the missing code DOES matter a great DEAL.Running a few tests here to see If I can replicate exactly the lay out of screen shots you posted. I'll have you know, I downloaded every possible mod catering to "workBenches" Stand alone mods.you have no idea the amount of work this took too find. Another FOSE mod..that's all I needed. Link to comment Share on other sites More sharing options...
Purr4me Posted August 13, 2016 Share Posted August 13, 2016 Link to comment Share on other sites More sharing options...
scharleaux Posted August 13, 2016 Author Share Posted August 13, 2016 (edited) I see. What If I tell you that I might have the answer? I was looking it and all those mods, and the Workbenchrepairsv2 works flawlessly with any combination of other house mods and any other mod that is on my list of 80. So I was looking what was the culprit, it couldn't be WorkbenchRepairsv2, the mod works, I can repair my weapons and the script works like intended. I can even install other house mods, made by people more capable and the workbenches work. Now if you take a look at Binoculars.esp, I think this is the problematic scripted mod. This mod is a broken down version of another mod, check out Nexus page. It might be cut down scripted content. Even if the autor is the same, I bet he hasn't the knowledge you have, not even the one I acquired recently exchanging info with you. I NOW UNDERSTAND that you cant go on Copy+Pasting content from GECK or FOSE because the data flow is very important, if the data is not flowing seamlessly, it might spawn abominations, CTDs and other anomalies. Well Kitty, thanks to you I now try to pay attention to what I do, download, install. I even downloaded Safe Password yesterday. I'm going to implement it next week. Now Lighthouse, is an old mod from someone (Lighthouse), updated by someone (Lighthouse 1.1) and again updated to work in a more recent software and probably less stable regarding to old content (Lighthouse 1.2/mine). So in fact, all I undertood is that this is beyond fishy, is downright s***. Sorry for the word, but I don't believe the authors used the same machine or software versions to build all the props included in this Lighthouse, which is very cool, but does not work as intended. The basement of the Lighthouse is completely full of complicated scripts and probably have not been designed by the author, but copy+pasted from some other mods and injected into his house props. So there must be a lot of missing data. I don't want to put your work down, but I reached a point in my mind that I cannot dedicate myself to ONE MOD, that my project could do without it. So I'm ditching Binoculars and Lighthouse, I'm sad to say because it is very lore-friendly to my character. But I'm not capable of going back in the past to figure out what is missing. Not even in software terms. I might being rude to your dedication, but isn't better for the two of us? I don't want to bother you, you are an amazing person. I could keep up the contact, but I believe I could benefit from our contact more, if I don't waste your knowledge in this broken patchwork that these 2 mods proved to be. Sorry. I hope you understand. It is ok for you if we dedicate ourselves to other stuff? Edited August 13, 2016 by scharleaux Link to comment Share on other sites More sharing options...
Purr4me Posted August 13, 2016 Share Posted August 13, 2016 I don't want to put your work down,no sweat, it was a trial and error thing, a test item. just delete it. just keep in mind what you learned, always be cautious of strange events. you can't remove hidden code from mods made out of sync. Light house rings some old bells, way back in my mind, I recall something ,but I could not re,ember what. a quest stage? don't know, could be just Point-lookout I'm thinking of. DLC was where I ran into the slasher knife and mask mistakes, hard coded never to be able to remove once dawned. Irreverent here. Rock on babe, get to it. produce things. post some cool shots. Kitty Black. Link to comment Share on other sites More sharing options...
Recommended Posts