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Creation kit , workshop items going through floors


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You need to add the workshopStackableItem keyword as an actor value to the base object of the floor piece. Take a look at any workshop floor object (like a shack floor for example) and you can see what I mean...I think there is a second keyword they use as well but can't recall the name offhand.

 

I'd suggest making a duplicate of the base object you want to use rather than adding the keywords to the vanilla piece if it doesn't already have them. Then you can just copy the keyword stack from a vanilla workshop floor object onto the copy you made. That should allow you to place objects onto the floor in workshop mode.

 

EDIT: WorkshopItemOverlap is the second keyword that workshop floors seem to use. I'm not sure how crucial this one is since you've already placed the floor in the CK.

Edited by RedRocketTV
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Thanks. That was it. I have a question tho. Why are you suggesting to make a duplicate of the base object? I've already built a lot and i will have to replace all the pieces with their dublicates and i really want to avoid that. Also , making dublicates of the base objects won't increase the size of the mod?

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In general, you never want to make changes to a base object. Making changes to base forms (objects) can potentially cause conflicts with other mods or problems in the game itself. Something as seemingly innocuous as adding a keyword may not cause any issues or conflicts with other mods but you really have no way to be 100% sure. If you change a base form your changes are applied to every item in the game that uses that form. Than can make a mess of things pretty quickly depending on what you change.

 

EDIT: There may well be cases where you want to change the attributes of a base item as a key focus of your mod, like if you want to change the healing rate of Stimpaks as a simple example. But if your mod isn't making those sort of global changes by design or intent, I suggest not changing vanilla forms...far less problematic.

 

If you need to change an attribute or modify something on a vanilla base object, best practice is to duplicate the form you need and apply your changes to the duplicate. In most cases, vanilla base forms should always remain unchanged.

 

You need not worry about adding to the size of the mod by adding several copies of vanilla forms. Essentially you’re just adding a new entry to the “database” the mod is made of. Unless you are adding dozens of new forms you aren’t likely to see the size of your .esp change by any really noticeable amount. Even then, a few extra kilobytes added to the file isn't going to hurt anything.

 

In the case where you already have some floor references added to your cell and need to replace them, you can easily use the Find and Replace function.

 

Select the floor reference(s) you need to replace, hit Ctrl-F. Enter the name of your new floor form into the “Replace with” field, hit OK. Confirm you want to make the changes. The refs you had selected will be replaced by the new floor piece you specified. The link above has some more info plus a screenshot. It shows the Wildcard option of the Find/Replace window which is what I find quicker to make changes with over the standard list based option in the other Find/Replace tab. Which you prefer to choose is up to you but both will give the same results.

Edited by RedRocketTV
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