Andyross1962 Posted June 30, 2012 Share Posted June 30, 2012 (edited) OK I am having problems with weapon racks in my Mod. Mannequins are working OK and so are the display cabinets. I used one of the Warehouse Prefabs as a weapon rack and a Wall Plaqueand duplicated them so I don't know why only some of them work. for example some of the plaques take a sword but it appears half way across the room and horizontal other take the sword OK but won't give it back. On the racks, I have put them up doubles, some of them both 'slots' work on another neither works and on other one side works but not the other. I can get some to take and give weapons other s take but won't give back. I can give an exa and get it back but not a sword. I deleted them all and re-made them and the same is happening, some work and some don't. It's driving me nuts! Edited June 30, 2012 by captainswoop Link to comment Share on other sites More sharing options...
eric31415 Posted June 30, 2012 Share Posted June 30, 2012 If you coc to the "warehouse prefab" cell for weapon racks, you will find that most of them don't work in-game either. Copy/paste them from player homes. But to do this safely you should make your own warehouse cell(s) AS A SEPERATE ESP. If you need more info on how to do this, or why it is necessary, here's an excerpt from a rather lengthy explanation i gave another member via PM. What you are going to do is create a "warehouse" mod. First, find WORKING examples of any display, bookshelf, trap, whatever you want to use in the game. Player homes are the only place for usable displays, bookshelves, and mannequins. Note exactly which ones are safe to copy, even do some homework on the wiki. Now you are ready to make the warehouse mod. This is a stand-alone mod. Do not add it to your current project. Let me explain why; when you are copying things from the game, you are eventually going to accidently move something. It doesn't matter if you put it back exactly where it was before, the CK will store the change as part of your mod. So let's use a player home as an example. While copying a bookshelf from Proudspire Manor, you accidently move a dining room chair. You put it back, thinking no one will ever notice... Until that ultra-popular overhaul of Proudspire comes out. It moved the dining room, along with your chair, to the other side of the house and put a jaccuzzi where the dining room was. So someone is using that popular overhaul, and installs your mod. Now they have a chair floating in the hottub, or just CTD every time they try to enter thier home. This is exactly what people refer to as "dirty" mods. So that's why its a seperate mod. Now for a couple precautions you must follow to make sure that your future projects are not dependant on the "warehouse mod" as a master. First, vanilla assets only. No modders' resources. Second, don't rename anything or change any editor id's. And lastly, don't make static versions of non-static items for the warehouse. If you follow these rules, you will not have to include the warehouse mod as part of your uploads, and the bit in the preceeding paragraph will not apply. Note that these rules only apply to the warehouse itself. You should absolutely do all of these things when working on your actual mods. Now for actually making the warehouse mod. Create a new interior cell, leave it completely empty. Now to add a bookshelf. Navigate to the bookshelf that you want to copy and center it up nice and square in the render window. If it's not covered in yellow and orange boxes, hit "m" to toggle markers on. Now just click/drag a box over the whole mess (see those orange boxes in the wall behind the shelf? You need them too). When you let go, you will see that you have selected every object in your box. Right click on any one of the selected objects and hit copy. Then open your new empty warehouse cell, right click and hit paste. You will probably notice that you also picked up some clutter, maybe even a whole chunk of the house. No problem, just click on each and delete untill all you are left with are the bookshelf parts. Follow the same process for mannequins, displays, whatever. To do those shield-only racks, all i did was copy the whole shield/2 weapon rack into my warehouse, cleaned off the clutter, then dragged a box over that and made a new copy right beside it. On the second one, i deleted everything but the shield rack and it's activator. Once you have everything you want for now, save the mod and close the CK. Now to actually use the warehouse. Open the CK,and select both the warehouse mod and your other project, say (mod x). Set (mod x). as the active file. Now open the warehouse, and use the same copy/paste routine you used to put everything into the warehouse to take things from it and put them into (mod x). Note that when you have multiple items selected in the CK (like all the parts of a display, mannequin, etc.) you can move them all as together as one object, just be careful not to select only a single piece, or anything else, until you are absolutely sure that your new display is placed properly. If you do mess up, i find it easiest to delete the mess you made and paste in a fresh one. Also note that when you are moving groups of objects this way, you will have to do the rotation by hand with the right mouse button and the "z" key. You can't double click a group of objects. And that's really about all there is to it. Copying and pasting groups of objects in the CK just like in Windows. Moving and precisely placing groups of objects can be tricky at first, thankfully you can still use "c" to change your view while keeping everything selected. look from every angle to be sure before daring to click away. Link to comment Share on other sites More sharing options...
Andyross1962 Posted July 1, 2012 Author Share Posted July 1, 2012 Some good info there thanks. I fixed them by copying one of those that was working and noting exactly how it was placed compared to the others. I made them all work by positioning them slightly in from the wall which let me give and take items and raising the rack up from the floor which lets them take greatswords the right way round so they aren't pointing up towards the ceiling. Looking at the plaques now. Link to comment Share on other sites More sharing options...
flobalob Posted July 2, 2012 Share Posted July 2, 2012 Some good info there thanks. I fixed them by copying one of those that was working and noting exactly how it was placed compared to the others. I made them all work by positioning them slightly in from the wall which let me give and take items and raising the rack up from the floor which lets them take greatswords the right way round so they aren't pointing up towards the ceiling. Looking at the plaques now. The bit about weapons appearing upside down is usually caused by having the weapon rack rotated to exactly 0,90,180,270 degrees, I find that they work much more reliably if you rotate them 1 degree off see attached pic, I alternated between +1 & -1 degree making a wavy rack. Link to comment Share on other sites More sharing options...
Andyross1962 Posted July 5, 2012 Author Share Posted July 5, 2012 Good tip, that worked a traet. ALl I have to do now is figure out why some of the wall plaques make th eweapons float in mid air half way across the room! Link to comment Share on other sites More sharing options...
flobalob Posted July 5, 2012 Share Posted July 5, 2012 Same rule applies, rotate slightly of the 90 degree mark. Link to comment Share on other sites More sharing options...
tkmoney01 Posted August 18, 2012 Share Posted August 18, 2012 flobalob am i doing this correctly? i too am getting weapons floating off to the side. i set the x,y,z rotations to 1, but its still happening. (attached screen shot sorry for the quality)my simple plaque worked fine its the combo plaques i cant seem to get down. when i link a reference from the activator to the trigger do i have to select the keyword that says "trigger" because i figured i could use the shield trigger keyword and such for this. Link to comment Share on other sites More sharing options...
tkmoney01 Posted August 18, 2012 Share Posted August 18, 2012 never mind! i figured it out. i changed those keywords to the "trigger" keyword and everything works fine. it also may have been from moving the plaque far from the wall saving then moving it back up close to a wall. also tried the rotation offset for racks displaying things upside down, it works! you don't have to offset them by much just so its not xx.0000 thanks for getting me on the right track with this thread i am grateful. Link to comment Share on other sites More sharing options...
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