Deathoctimus Posted March 24, 2018 Share Posted March 24, 2018 Hello, I'm about to start developing the next part of my mod, Now I'd love to have a scene where an item falls from the sky, then when you get close it opens up. What I've decided to do before I make the assets is trying a mock-up, so my question is what should I do or not do? Any good advice is welcome here I've never really dabbled in quests systems and scripts. Going now to find some tutorials! Link to comment Share on other sites More sharing options...
JonathanOstrus Posted March 24, 2018 Share Posted March 24, 2018 The first thing to decide (or at least one of the first) is whether the drop point will be static as well as the destination drop target area. If you want them to be more dynamic in the sense that it can happen anywhere that gets a lot more complex. Link to comment Share on other sites More sharing options...
Deathoctimus Posted March 24, 2018 Author Share Posted March 24, 2018 Definitely static I have a location in mind. I know it is already complex just by watching one video tutorial last night, it was only "simple" item quest. Be great to have a similar quest to look at anyone know of any? Link to comment Share on other sites More sharing options...
NikaCola Posted March 25, 2018 Share Posted March 25, 2018 I don't know of any way to move an item in the game world other than translatetoref(), so that might be worth looking at? But I feel like you also want to be positive of your design and intentions before you even start diving down this rabbit hole. Static vs. dynamic location is a great question to ask yourself, as is: 1. When do I want this event to occur?2. How will I trigger it?3. What if the player is in dialogue or a scene?4. What if the player is in combat?5. How will I ensure the player sees the event in question?6. How will I ensure the timing of this event? There are honestly probably even a lot more questions than that, but those are some I find asking myself quite a lot during quest design. Link to comment Share on other sites More sharing options...
Evangela Posted March 25, 2018 Share Posted March 25, 2018 MoveToSetPosition(mostly if you want to move things to different cells by position, instead of relying on markers)TranslateTo/RefSplineTranslateTo/Ref(these do not send events to any of the Translation events in Skyrim, so it's possibly the same in Fallout 4) Link to comment Share on other sites More sharing options...
NikaCola Posted March 25, 2018 Share Posted March 25, 2018 Ahh yeah. I think I was trying to imagine something being "moved" in a way that would be visible to the player, like "falling". That's why I mentioned translatetoref, Link to comment Share on other sites More sharing options...
Deathoctimus Posted March 25, 2018 Author Share Posted March 25, 2018 To be honest, I did think about it, but its more on how you do it what to look at and use, winging it basically because I have no idea with the quest system and beths page is empty on tutorials. I do want to have it in my mod but all seems crazy complex. so may just be going with it already in place. Link to comment Share on other sites More sharing options...
Deathoctimus Posted March 25, 2018 Author Share Posted March 25, 2018 Okay with falling from the sky scrapped. I moved on to displaying the armor in the pod, again so many good ideas with no idea how to go about implementing. I have the idea of arms holding the armor in the center of the pod. I've tried to work this out in CK with an NPC with no luck. Advice? Link to comment Share on other sites More sharing options...
Deathoctimus Posted March 25, 2018 Author Share Posted March 25, 2018 Link to comment Share on other sites More sharing options...
dagobaking Posted March 27, 2018 Share Posted March 27, 2018 On 3/25/2018 at 1:17 PM, Deathoctimus said: Okay with falling from the sky scrapped. I moved on to displaying the armor in the pod, again so many good ideas with no idea how to go about implementing. I have the idea of arms holding the armor in the center of the pod. I've tried to work this out in CK with an NPC with no luck. Advice? Are you trying to get the suit to fly down within this pod? Or, trying to get an NPC to fly down in the pod? If it's the suit, I think you could use the suit model(s) to make a static object version of it. Then trigger some interaction that gives access to the wearable version. If you want an NPC to fly down, you can make the pod a furniture with a custom idle animation in that pose. Then snap the actor into the furniture and they should move around with the pod. Link to comment Share on other sites More sharing options...
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