Kambrie Posted January 9, 2019 Share Posted January 9, 2019 To preface, I am extremely new. practically a newborn at modding. Apart from a few inconsequential edits to names, this is my first real undertaking. I don't know jack about 3D modeling at this time, so I've been trying to simply use assets already available to me with the game, DLCs, and mods I have installed. I'm not necessarily looking for someone to spend time teaching me everything I need to know to accomplish this, but I don't apparently know enough even to be Googling with the right query to find examples that would help me. If you can simply just point me in the right direction, I am more than happy to put in the work to learn on my own. What I'm trying to do: A mod called Military Clutter has some really cool decorative crates which are SCOLs that I'd like to duplicate, but as usable containers, for my own use. Some of the crates and racks would be really cool to use in an armory to organize and separate my weapons, ammo etc. without having a ton of the same crates lying around and lookin' ugly. What I've done so far: I feel like I am really close to accomplishing what I want, but it's not working perfectly. I've experimented with simply duplicating an existing container and changing the model to the SCOL's nif I want to use, then adding the item to the corresponding formlist so it appears in the menu. When I test this, the object is buildable, the preview snaps to ground/surfaces, and looks exactly as it should. However, when I actually place the item, all havok breaks loose, and the container falls to (or through) the ground. My next trial involved a lot of googling. I finally learned enough to find some examples of similar-enough situations that lead me to the script "defaultdisablehavokonload" which I then added as a script to my test crate. In workshop mode now, the object preview behaves exactly as before - The preview model shows up as it should, snaps to the ground/surfaces as it should, but when I place it, the object "builds," the resources are removed, the exp is gained, but is not there at all once placed. I have no idea if I'm even on the right track, or if this script is even for what I am trying to do. I am simply making the edits using the original mod as the active file. I'm assuming it would be better if I did not, but as new as I am, I am not sure if it would cause other complications beyond the sort I am experiencing now and didn't want to increase the difficulty... Link to comment Share on other sites More sharing options...
Recommended Posts