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Help me to understand!


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Oh thats easy. Just imitate the Chem workbench and rebuild its attached ESP structures with custom keywords and COBJs. No further scripting involved. The menus and their contents are done in-engine from ESP data.

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The stuff you see in xEdit. ESP files are more or less just different types of records, a data structure that holds subrecords for certain functions of that record which often contain references to other records. Like, a grenade is a weapon (WEAP type record) that launches a projectile on use (PROJ type record), which places an explosion (EXPL type record) at its position when the timer runs out.

 

Similarly, a Workbench is a furniture record (FURN type) with certain settings (see the chem workbench) that needs a special keyword (KEYW type). In the FURN record, you can find all craftable objects (COBJ type) that reference that special keyword (their Workbench Keyword). You need other keywords to organize the menu structure into submenus, so-called recipe filter keywords.

 

Use xEdit to reverse-engineer the structures for the chem workbench, then replicate the entire thing with new records of your own. You can copy the originals and link your new records up to each other. Presto - you have a new custom crafting workbench.

Edited by payl0ad
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The stuff you see in xEdit. ESP files are more or less just different types of records, a data structure that holds subrecords for certain functions of that record which often contain references to other records. Like, a grenade is a weapon (WEAP type record) that launches a projectile on use (PROJ type record), which places an explosion (EXPL type record) at its position when the timer runs out.

 

Similarly, a Workbench is a furniture record (FURN type) with certain settings (see the chem workbench) that needs a special keyword (KEYW type). In the FURN record, you can find all craftable objects (COBJ type) that reference that special keyword (their Workbench Keyword). You need other keywords to organize the menu structure into submenus, so-called recipe filter keywords.

 

Use xEdit to reverse-engineer the structures for the chem workbench, then replicate the entire thing with new records of your own. You can copy the originals and link your new records up to each other. Presto - you have a new custom crafting workbench.

Thanks for the response, that is essentially what i was doing i must of been really tired when i read your reply i was like duh whats an esp.... essentially what you said is what i have been doing. I think i do need to start from scratch tho bc ive been messing with the robot workbench and that thing is like a whole nother animal. I want to build a custom robot workbench but i think im going to have to use a chem workbench and just put the robot workbench nif on it.

 

Heres something that is annoying. Can i only build certain items on the .....aaaaa nm i just had an epiphany. I can build whatever i want i just need to attach a script to some other item being built... like i could write a recipe for psycho and set an event to spawn whatever i want.... hmmm ya bc i tried "building" a robot from the chem workbench and it doesn't work but I can surely build a "sweetroll" that is labled "robot" and just whenever that sweetroll labeled robot is build just spawn the robot .... ya i like that. Probably be alot easier that way as well...

Edited by markyrocks
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