vonBennett Posted February 25, 2019 Share Posted February 25, 2019 I am making a settlement mod and I want the beds provided in the mod. I am trying to make double beds for the settlers using the vault beds. I did a technique where I used pillows (basically using the bed form but substituting pillow nif file) and placed them on a static bed. It seemed to work in game as I was able to assign settlers to the pillows (two settlers per bed) but when they got up in the morning, the pillows moved off the bed; didn't think they would move as the are basically two beds placed on a static bed. Anyway, is there anyway I can lock the pillows down on the bed so they don't move? Thanks. B.... Link to comment Share on other sites More sharing options...
pra Posted February 25, 2019 Share Posted February 25, 2019 I think your problem is that pillow meshes have havok. It's a property of the mesh, if you just use the vanilla mesh, there's nothing you can do. I suggest making a new mesh: find some NON-HAVOK mesh of roughly the same size. Open it in NifSkope, remove the TriShape, and put in the TriShape of the pillow. To see if something is havok-enabled, place it down in the CK and press F4. Red and violet outlines are fine. Blue or white are bad. Link to comment Share on other sites More sharing options...
DieFeM Posted February 25, 2019 Share Posted February 25, 2019 (edited) You can use a vanilla mesh, but you'll need to attach a new script to change the motion type to Keyframed: https://www.creationkit.com/fallout4/index.php?title=SetMotionType_-_ObjectReference Bool AlreadySetToKeyframed = False Event OnLoad() ;// Note that the exclamation mark (!) stands for NOT (if AlreadySetToKeyframed is NOT true), ;// so this condition avoids changing the motion type more than once. If !AlreadySetToKeyframed SetMotionType(Motion_Keyframed) ;// Once changed, set this variable to True so the conditional ;// (If !AlreadySetToKeyframed) will evaluate as false on the next load. AlreadySetToKeyframed = True EndIf EndEvent Edited February 25, 2019 by DieFeM Link to comment Share on other sites More sharing options...
vonBennett Posted February 25, 2019 Author Share Posted February 25, 2019 (edited) You can use a vanilla mesh, but you'll need to attach a new script to change the motion type to Keyframed: https://www.creationkit.com/fallout4/index.php?title=SetMotionType_-_ObjectReference Bool AlreadySetToKeyframed = False Event OnLoad() ;// Note that the exclamation mark (!) stands for NOT (if AlreadySetToKeyframed is NOT true), ;// so this condition avoids changing the motion type more than once. If !AlreadySetToKeyframed SetMotionType(Motion_Keyframed) ;// Once changed, set this variable to True so the conditional ;// (If !AlreadySetToKeyframed) will evaluate as false on the next load. AlreadySetToKeyframed = True EndIf EndEvent Thank you. I will give this a try. This is what I have in the script editor: Scriptname vonBennett_Pillow extends ObjectReference Const Bool AlreadySetToKeyframed = False Event OnLoad() ;// Note that the exclamation mark (!) stands for NOT (if AlreadySetToKeyframed is NOT true), ;// so this condition avoids changing the motion type more than once. If !AlreadySetToKeyframed SetMotionType(Motion_Keyframed) ;// Once changed, set this variable to True so the conditional ;// (If !AlreadySetToKeyframed) will evaluate as false on the next load. AlreadySetToKeyframed = True EndIfEndEvent I am getting an error message when I compile: Copyright © ZeniMax Media. All rights reserved.Starting 1 compile threads for 1 files...Compiling "vonBennett_Pillow"...C:\Users\Michael Bennett\AppData\Local\Temp\PapyrusTemp\vonBennett_Pillow.psc(3,0): const scripts may not contain data, script variable AlreadySetToKeyframed cannot be definedC:\Users\Michael Bennett\AppData\Local\Temp\PapyrusTemp\vonBennett_Pillow.psc(16,0): mismatched character '<EOF>' expecting '/'C:\Users\Michael Bennett\AppData\Local\Temp\PapyrusTemp\vonBennett_Pillow.psc(16,0): no viable alternative at input '<EOF>'No output generated for vonBennett_Pillow, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on vonBennett_Pillow Edited February 26, 2019 by vonBennett Link to comment Share on other sites More sharing options...
DieFeM Posted February 26, 2019 Share Posted February 26, 2019 const scripts may not contain data, script variable AlreadySetToKeyframed cannot be defined Remove const from the header. mismatched character '<EOF>' expecting '/'no viable alternative at input '<EOF>' Well... it seems that while I was trying to format the comments in a way that they were "compatible" in the script and in the forum I've, unintentionally, used the multi-line comment notation, which I didn't even knew: ;/ multi-lineblockcomment /; Just remove the comments from the script, or close the comment blocks with /; Link to comment Share on other sites More sharing options...
vonBennett Posted February 27, 2019 Author Share Posted February 27, 2019 const scripts may not contain data, script variable AlreadySetToKeyframed cannot be defined Remove const from the header. mismatched character '<EOF>' expecting '/'no viable alternative at input '<EOF>' Well... it seems that while I was trying to format the comments in a way that they were "compatible" in the script and in the forum I've, unintentionally, used the multi-line comment notation, which I didn't even knew: ;/ multi-lineblockcomment /; Just remove the comments from the script, or close the comment blocks with /; Thank you, that did the trick. I am going to be testing things out to see if the new beds work. Thanks again. Link to comment Share on other sites More sharing options...
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