Bl00dSpatt3R Posted June 6, 2012 Share Posted June 6, 2012 I'm creating a couple of hangouts with GECK and was wanting to make a workbench capable of repairing items as a merchant would. What I was thinking is.......Ability to repair your carried weapon to 100% for free as one option, repairing every repairable item in your inventory to repair skill level (for a fee) as another option AND the normal recipes for building items that a workbench already has. I haven't found any script in the GECK for that. Nor am I capable of writing one. Could someone point me in the direction of where to look for such a script ?? Or even better, could someone provide me with a script ?? Any help that anyone could provide would be greatly appreciated. Link to comment Share on other sites More sharing options...
rjhelms84 Posted June 7, 2012 Share Posted June 7, 2012 You want to create a new workbench activator, and in its script you want to include a menu with 2 options. For the first option, use a similar script as the one attached to the Weapon Repair Kit, to repair your current weapon. For the second option, use the standard workbench script lines. To learn how to set up a scripted menu like that, visit this tutorial: http://www.cipscis.com/fallout/tutorials/menu.aspx Hope that helps! Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 7, 2012 Share Posted June 7, 2012 For better user speed, might I recommend you make another object and call it a repair bench? Nobody wants extra options for every time they use the crafting menu, just reuse the model of the workbench Link to comment Share on other sites More sharing options...
Bl00dSpatt3R Posted June 7, 2012 Author Share Posted June 7, 2012 @ rjhelms84, Thank you for that link to the tutorial on creating a scripted menu. That may turn out to be very useful. @ Cyberlazy, Thanks for the tip. I did in fact create a new form of a workbench and named it Repair Bench. However, while trying to edit base in the GECK, I couldn't find a script in the list for repairing items and/or weapons. It is a rather long list. Perhaps I missed it?? I did find a WeaponRepairKit script in the GECK but it wasn't provided as an option while editing the workbench base. I had already set a surgical cart in place with intentions of making it My First Infirmary, ended up adding the infirmary script to a new firstaid kit because I couldn't add it to the cart I chose to use. Then tried to create My First Laboratory with a chem lab kit. Same thing. I ended up applying the laboratory script to another firstaid kit and placed it on the cart as well. :whistling: Having both of those on one small cart is kinda nice actually. Then I tried the second workbench thing thinking I could apply a repair script to it. I can't find one in the list though. :wallbash: My first attempt to create a home and all that :unsure: Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 7, 2012 Share Posted June 7, 2012 Well theres the cheatplayer.srm (Show repair menu) You could make an *object* script and put that in the onactivate block. (its the 'type' of script that determins if it shows up for selection when you go to pick a script, type is the little box at the top left of the script editor) Most srm calls are probley buryed in someones dialog or something, normaly it would be somenpc.srm and that NPC gets caps for your repairs. player.srm gives caps back to player (but he must have enough caps/repair skill) Link to comment Share on other sites More sharing options...
Bl00dSpatt3R Posted June 8, 2012 Author Share Posted June 8, 2012 @ Cyberlazy, Thank you for this. I appreciate it. I suppose if player.srm returns the players caps it's as good as free repairs. As long as the skills are there. Perhaps I could use the scripted menu suggestion rjhelms84 gave me and add a second option to this Repair Bench to repair the carried weapon only using the player.setweaponhealthperc 100 cheat I just found for use until the player has high enough repair skills?? Or maybe create a third bench for that? Or maybe not. Do need some challenges. The next step would be for me to learn how to write the scripts. Never done it before. ThanksTake Care :) Link to comment Share on other sites More sharing options...
Bl00dSpatt3R Posted June 9, 2012 Author Share Posted June 9, 2012 GOT IT :dance: Figured out how to write my first scripts. It took up some floor space but I went ahead and made three new benches so the player can just walk up to the bench they need instead of having to choose options every time. A Crafting Bench with the standard crafting recipes script, an Items Repair Bench for repairing all repairable items(many thanks to Cyberlazy for suggesting srm. I used it for my script) and a Weapon Repair Bench for repairing the weapon in hand. I've got the Weapon Repair Bench giving a "Weapon Repaired" message with an OK button to verify the repair but I can't seem to get it to make any sounds. I applied an assualt rifle reload TESSsound to On Activate while editing the bench form but it's not working in game. :huh: Any suggestions on how to get a sound with the repair ?? Thank YouHappy Modding :) Link to comment Share on other sites More sharing options...
Cyberlazy Posted June 9, 2012 Share Posted June 9, 2012 Are you calling 'Activate' in the 'onactivate' block of the bench? Afaik, if you don't call 'activate' in the 'onactivate' block, it actualy blocks normal 'activation' and hence you won't get a sound.(Alternatively, play a sound from within your script, not sure how to do that..) Link to comment Share on other sites More sharing options...
Bl00dSpatt3R Posted June 10, 2012 Author Share Posted June 10, 2012 I seem to have used the wrong term to describe my dilemma. "On Activate" was a mistake. My bad. While Editing Base in the Reference window for my Weapon Repair Bench (which brings up the Activator window of course), in the Sounds block for "Activate" where it says Select TESSound, I added WPNRifleAssaultReloadChamber. Thinking it would add that sound when the bench is activated. It didn't. :wallbash: I was trying to find how to write a sound into the script and I'm not sure how to do that either. No luck yet. Learning as I go though ;) . I'm not sure I follow that about activate, onactivate and blocking normal activation Cyberlazy. I'm a bit confused o_O . Thanks :) Link to comment Share on other sites More sharing options...
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