boeker Posted November 14, 2018 Share Posted November 14, 2018 (edited) Hello everyone,I already made this post but in the wrong section so i'm trying here again.Past week I tryed to make a costume container. I made a scol of some objects that where already in the game. When I tryed to add a recipe to it, it wouldn't let me assign the recipe tot the scol i made.At first i thought this was because they where 'grouped' together and recipes could only be assigned to 1 mesh. So i put it in nifskope and just saved it and loaded it back up in CK ( that's what some tutorials did ).But to my suprise it still didn't work.Also I am confused on how to make it a functional container. I thought this was done by adding triggers, but the trigger used in the video was from Skyrim and not fallout so i couldn't find it.Keep in mind i have never done modding and english isn't my first language.Thanks all Edited November 15, 2018 by boeker Link to comment Share on other sites More sharing options...
pra Posted November 15, 2018 Share Posted November 15, 2018 First of all, containers are a completely different type of objects than SCOLs. No idea what you even mean by "triggers".In the object tree, there should be a point called "Containers". Under "World Objects", I believe. Add there a new one. Maybe copy an existing container to make it easier. Second: If you make an SCOL, it will generate a new nif file. You probably figured that out already, if you opened it in nifskope. Opening and saving it in nifskope is a good idea, since that will usually auto-sanitize the file, which you want in most cases. What you need to to is to take your new container object as mentioned above, and select this new nif as it's model. It might be a good idea to rename the mesh, too. the SCOL process will probably give it a name like D34DB33F.nif or something. Better make a subdirectory under Meshes with your name, and put it in there, named something like "myNewContainer.nif". In case your container starts falling through the floor, see also this thread: https://forums.nexusmods.com/index.php?/topic/6203401-ck-created-mesh-how-to-disable-physics/ Link to comment Share on other sites More sharing options...
boeker Posted November 15, 2018 Author Share Posted November 15, 2018 Thank you sir for the fast reply I followed the instructions and got it to work now the way i want it too. The only thing that doesn't work is when i try to place it down from the workshop menu it takes away all requered components and stuff but the mesh isn't actually there. You said that nifskope auto-sanitizes the fille what do you mean by this? Like remove links and references? Also what i meant with the triggers is say for instance you have some static items like a shelf ingame and you want to be able to interact with the shelf like you would with a container. I saw some people do it with a defaultactivate trigger and link this trigger to a hidden chest under the map. In this method you don't need to make a scol of the item. Don't know which one is better, but yours is much easyer :) Link to comment Share on other sites More sharing options...
azraelb Posted November 15, 2018 Share Posted November 15, 2018 Also what i meant with the triggers is say for instance you have some static items like a shelf ingame and you want to be able to interact with the shelf like you would with a container. I saw some people do it with a defaultactivate trigger and link this trigger to a hidden chest under the map. In this method you don't need to make a scol of the item. In theory it is possible to create an activator that does use the model of a static and then link another object to that activator via activate parent. So when the activator gets activated, the child object gets activated as well.But as far as I know, containers are bugged and this wont work with them. You probably still can call myContainerRef.activate() during the onActivate Event in a script on your activator. No idea how/if you can make an Activator a workshop object and also spawn a containerRef together with that activator and also get that exact container ref in your script... Link to comment Share on other sites More sharing options...
boeker Posted November 15, 2018 Author Share Posted November 15, 2018 Sound really complicated, but this way you could add like sorter scripts, etc... right? Btw I tinkerd a bit more with it and now it works like I intended to. So thanks again for the help. Link to comment Share on other sites More sharing options...
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