AnkhAscendant Posted September 24, 2012 Share Posted September 24, 2012 Is it possible to change all of the instances of, say, kelp, into an ingredient-bearing plant? I found it under 'trees' and I noticed it has an option for ingredients, so I added one, and... nothing apparently happened. It didn't seem to save my changes to the plant, no * appeared... and I'm 95% sure I didn't accidentally hit 'cancel'. In addition, if I wanted to make all of the Tall Kelp into this harvestable plant, and make it turn into Short Kelp when it was harvested... how do I do that? Or can't I? Link to comment Share on other sites More sharing options...
steve40 Posted September 28, 2012 Share Posted September 28, 2012 (edited) Adding an ingredient to the base form should work. You also need to set the harvest chance for each season.To turn it into short kelp, you could put a simple script on the kelp that sets it to a smaller scale after it has been activated. After the cell resets, the kelp should return to it's default scale. Edited September 28, 2012 by steve40 Link to comment Share on other sites More sharing options...
AnkhAscendant Posted September 28, 2012 Author Share Posted September 28, 2012 (edited) Humkay, I'll see if I did something wrong. Methinks that maybe the CK doesn't like the idea of turning a "Tree"-category static into a "Flora"-category harvestable plant. There is already a "Tall Kelp" and "Short Kelp" objects, so (assuming as I did that harvesting, say, snowberries replaced the berry-laden object with a berry-free object, or possibly textures) I thought I could do the same and replace Tall with Short. Although I'm thinking now that that's not how it actually works. To the CK I go. Edit: I figured out why adding an ingredient to the object didn't work... there's something wrong with my Creation Kit and it won't save changes to any item I haven't made new in my plugin. Hrm. :l Edited September 28, 2012 by AnkhAscendant Link to comment Share on other sites More sharing options...
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