Thuggysmurf Posted January 17, 2017 Share Posted January 17, 2017 Working on a large Fallout 4 quest mod (expansion to Fusion City Rising) and need help on mechanics for a certain part of the quest. Here's the summary: At one point the player, who is exploring a custom interior cell, activates a trigger (can be via a button, or preferably walking through a trigger box), where 2 things need to happen: 1) Player is teleported into a different interior cell (a prison) with teleport effect, and 2) All their inventory gets moved to a chest container in the new cell (because player has to use strategy rather than weapons to get out of prison and recover their gear, e.g. talk to an NPC, find a bobby pin, pick the lock, sneak around the guards to get their stuff, etc). The effect I'm looking for is similar to what happens in Skyrim in "No one Escapes Cidhna Mine" where the player is thrown in prison after completing "The Forsworn Conspiracy" quest:http://elderscrolls.wikia.com/wiki/No_One_Escapes_Cidhna_Mine If anyone knows an effective way to make this work for Fallout 4 using vanilla assets/scripts, I appreciate any suggestions. I have a clunky way to do it, but am looking for something with a little more elegance and wow factor. Thank you! Link to comment Share on other sites More sharing options...
Jones813 Posted January 18, 2017 Share Posted January 18, 2017 No idea how to make it happen, sorry, but given that these mechanics exist in Skyrim and Fallout 4 is made with the same engine I'm sure it's possible, just need to find someone who knows a thing or two. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted January 18, 2017 Share Posted January 18, 2017 GetPlayer().MoveTo(blahsomethingorsomewhereblah) would get the player where you need them...but that's about all I got. Link to comment Share on other sites More sharing options...
Thuggysmurf Posted January 18, 2017 Author Share Posted January 18, 2017 Thanks. So to clarify, the issue is that when using the Object Reference script to remove the items from the player, the calling object and akTransferTo apparently must be loaded, so if the container where the items are transferred is in a different cell from where the player currently is, all items still get removed from player's inventory, but instead of being transferred to the container in the new cell, the items get deleted (which would make for the worst mod of all time). For now I guess I'm stuck keeping the prison in the same cell as the room where the player gets "arrested" via a teleporter. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted January 18, 2017 Share Posted January 18, 2017 Have the destination cell's container be share linked to a container in the departure cell, where the items are instead stored? Or, trigger the inventory sweep via trigger first thing in the new cell after the teleport, since the destination cell's container will have been loaded at that point. All the same to the player, really. ...or is this the "clunky" way? Link to comment Share on other sites More sharing options...
Thuggysmurf Posted January 18, 2017 Author Share Posted January 18, 2017 Awesome, thanks, I'll give the first suggestion a try (the second one, triggering inventory removal in the new cell, felt clunky to me). Link to comment Share on other sites More sharing options...
shavkacagarikia Posted January 18, 2017 Share Posted January 18, 2017 (edited) I think you can use OnLoad() function on the container, so when the container's 3d is loaded then call removeallitems(). Just make sure that it will be called once.Like: bool ToCallOnce = false Event OnLoad() if ToCallOnce == false game.getplayer().removeallitems(self,false) ToCallOnce = true endif endEvent Edited January 18, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
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