FirstVaultDweller Posted September 8, 2018 Share Posted September 8, 2018 (edited) Hi all,i wanna change the inventory title on the top of a Activator(like when you open a container inventory),to be clear not the title of the activator itself.The problem is that the Activator is linked to a settlement Workshopso i can only change it if i change the title of the Workshop but don't want change that.So here is the script i using: Scriptname DCF_SupplyCrateFactory extends ObjectReference ObjectReference Property MasterContainer Auto auto STATE closedPosition EVENT onActivate(objectReference triggerRef) gotoState("busy") ; Wait for the open animation to complete. Utility.wait(0.1) ; Activate the Master Container. MasterContainer.Activate(akActivator = Game.GetPlayer(), abDefaultProcessingOnly = True) ; Wait till the Inventory Menu closes. The wait function pauses when the game is in menu mode. Utility.wait(0.1) ; Set the container as opened and re-activate it to end the animation. gotoState("openedPosition") Self.activate(Game.getPlayer()) endEVENT endSTATE STATE busy EVENT onActivate(objectReference triggerRef) ; Do Nothing. endEVENT endSTATE STATE openedPosition EVENT onActivate(objectReference triggerRef) ; Perform the closing container animation and sound. gotoState("busy") Utility.wait(0.01) gotoState("closedPosition") endEVENT endSTATE What line should i put and where?hope i explained well if not i have here 2 images for more clarity:1. 2. Edited September 8, 2018 by H3S Link to comment Share on other sites More sharing options...
SKKmods Posted September 8, 2018 Share Posted September 8, 2018 For my global workshop storage mod I could not find a way to over-ride the remote activator/workbench/container name connected to a Workshop with WorkshopItemKeyword, so a klunky out of the box (or container) approach was: Replace the activator with a container which will show its own inventory name. OnActivate() RemoveAllItems() from the local workshop to the container. Disable() to kick the player from the menu, Enable() , Activate(), RegisterForMenuOpenCloseEvent("ContainerMenu") OnMenuOpenCloseEvent(ContainerMenu, abOpening = False) RemoveAllItems() back to the workshop. This is a concept, not a compilable script. F4SE may have some smoother options, but I don't use that. Link to comment Share on other sites More sharing options...
FirstVaultDweller Posted September 8, 2018 Author Share Posted September 8, 2018 Thnx for your reply, I don't realy know mutch about scripting where should i put that lines?And i forget to say that the Activator is a craftable object in workshopmode and about replacing the Activator with a container,I start it with that in the first place but was imposible to link it to the workshop cos the workshop has his own container. So would be nice if i can do it without replacing the Activatpe,some simple script line that i can put inside my script.. Thnx again for your time. Link to comment Share on other sites More sharing options...
SKKmods Posted September 8, 2018 Share Posted September 8, 2018 Apologies that solution is rather horribly complex in its scripting, so probably not that useful. Here is another concept that may be easier to use quest alias name replacement (not tried it myself but worth a go): Scriptname DCF_SupplyCrateFactory extends ObjectReference ObjectReference Property pDCF_WorkshopWorkbench Auto Const Mandatory ReferenceAlias Property Alias_Workshop Auto Const Mandatory Event OnActivate() Debug.Trace("DCF_SupplyCrateFactory.OnActivate " + Self) Alias_Workshop.ForceRefTo(pDCF_WorkshopWorkbench) RegisterForMenuOpenCloseEvent("ContainerMenu") pDCF_WorkshopWorkbench.Activate() EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) if (asMenuName== "ContainerMenu") && (abOpening == FALSE) UnregisterForAllEvents Alias_Workshop.Clear() Debug.Trace("DCF_SupplyCrateFactory.OnMenuOpenCloseEvent " + Self) EndIfendEvent Link to comment Share on other sites More sharing options...
FirstVaultDweller Posted September 8, 2018 Author Share Posted September 8, 2018 (edited) Apologies that solution is rather horribly complex in its scripting, so probably not that useful. Here is another concept that may be easier to use quest alias name replacement (not tried it myself but worth a go): Scriptname DCF_SupplyCrateFactory extends ObjectReference ObjectReference Property pDCF_WorkshopWorkbench Auto Const Mandatory ReferenceAlias Property Alias_Workshop Auto Const Mandatory Event OnActivate() Debug.Trace("DCF_SupplyCrateFactory.OnActivate " + Self) Alias_Workshop.ForceRefTo(pDCF_WorkshopWorkbench) RegisterForMenuOpenCloseEvent("ContainerMenu") pDCF_WorkshopWorkbench.Activate() EndEvent Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening) if (asMenuName== "ContainerMenu") && (abOpening == FALSE) UnregisterForAllEvents Alias_Workshop.Clear() Debug.Trace("DCF_SupplyCrateFactory.OnMenuOpenCloseEvent " + Self) EndIfendEventi replaced my script with this one but get some errors and my craftable object is not working anymore: Papyrus Compiler Version 2.8.0.4 for Fallout 4Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "DCF_SupplyCrateFactory"...C:\Users\H3S\AppData\Local\Temp\PapyrusTemp\DCF_SupplyCrateFactory.psc(10,25): argument akactivator is not specified and has no default valueC:\Users\H3S\AppData\Local\Temp\PapyrusTemp\DCF_SupplyCrateFactory.psc(6,0): the parameter types of function onactivate in the empty state on script dcf_supplycratefactory do not match the original script objectreferenceC:\Users\H3S\AppData\Local\Temp\PapyrusTemp\DCF_SupplyCrateFactory.psc(15,6): variable UnregisterForAllEvents is undefinedNo output generated for DCF_SupplyCrateFactory, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on DCF_SupplyCrateFactorydid i do something wrong ? :sad:Maybe ill try one more time if you know why it didn't work.If not ill give up. But still I appreciate it a lot that you take your time to help me out. :thumbsup: Edited September 9, 2018 by H3S Link to comment Share on other sites More sharing options...
FirstVaultDweller Posted September 10, 2018 Author Share Posted September 10, 2018 No one ? Link to comment Share on other sites More sharing options...
SKKmods Posted September 10, 2018 Share Posted September 10, 2018 Hey I'm sharing concepts not ready to cut 'n paste scripts as I tend to hand out fishing rods not fish. The compile errors are simple to lookup and fix in the creationkit documentation ... https://www.creationkit.com/fallout4/index.php?title=Activate_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=OnActivate_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=UnregisterForAllEvents_-_ScriptObject Link to comment Share on other sites More sharing options...
FirstVaultDweller Posted September 10, 2018 Author Share Posted September 10, 2018 Hey I'm sharing concepts not ready to cut 'n paste scripts as I tend to hand out fishing rods not fish. The compile errors are simple to lookup and fix in the creationkit documentation ... https://www.creationkit.com/fallout4/index.php?title=Activate_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=OnActivate_-_ObjectReference https://www.creationkit.com/fallout4/index.php?title=UnregisterForAllEvents_-_ScriptObjectOk thnx all check if i can find something on the links you gave me . Link to comment Share on other sites More sharing options...
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