Sebo85 Posted January 13, 2020 Share Posted January 13, 2020 Hello guys! So you may already have seen it in some mods, but I couldn't figure out how they did it, so I'm asking you. How can I make a constructable workshop object that is invisible when you leave workshop mode? Link to comment Share on other sites More sharing options...
DieFeM Posted January 13, 2020 Share Posted January 13, 2020 (edited) I never done that, but there you have a basic idea on how I would go about it: You would need two versions, one version that is visible and another one that is invisible, and "swap" them with a script in OnWorkshopMode event. So you would need to create a constructible object for the visible one, then in the script of this object, in the OnWorkshopObjectPlaced event, use PlaceAtMe to place the visible version in the same spot with the "Initially disabled" flag enabled, and link it to the main object with SetLinkedRef, so you can get the reference of the placed reference with GetLinkedRef in the other workshop events later, and finally use MoveTo to move the placed object, the invisible one, exactly in the same position and rotation than the visible one.Then you can switch both objects to enabled/disabled in the OnWorkshopMode event as needed.You would also need to handle when the player moves the object around, so you would need to use OnWorkshopObjectMoved to move the object that you placed with PlaceAtMe along the main object. Edited January 13, 2020 by DieFeM Link to comment Share on other sites More sharing options...
Sebo85 Posted January 13, 2020 Author Share Posted January 13, 2020 Okay that sounds pretty good!Do you think that the makers of invisible marker pack and all of those with invisible rugs did it like this? Link to comment Share on other sites More sharing options...
DieFeM Posted January 13, 2020 Share Posted January 13, 2020 Probably yes, but that's something you could check by yourself. On the other hand I didn't though of it in my previous answer, but you would need to handle the deletion of the placed object in the OnWorkshopObjectDestroyed event as well. Link to comment Share on other sites More sharing options...
Sebo85 Posted January 14, 2020 Author Share Posted January 14, 2020 I'm going to give it a try, thank you very much for the ideas! Link to comment Share on other sites More sharing options...
Sebo85 Posted January 14, 2020 Author Share Posted January 14, 2020 You were right, I just looked into some similar mods and they used the exact same way.Now, as a total noob, I need to get this done for me too :D Link to comment Share on other sites More sharing options...
Zorkaz Posted January 14, 2020 Share Posted January 14, 2020 Or if it doesn't work, maybe try scripting a material swap, whereas the non-settlement material is invisible Link to comment Share on other sites More sharing options...
Sebo85 Posted January 14, 2020 Author Share Posted January 14, 2020 Well that sounds pretty good too. Guess I should really check on python :D Have abolutely no skill on that Link to comment Share on other sites More sharing options...
Sebo85 Posted January 14, 2020 Author Share Posted January 14, 2020 Can I pay you guys to do this for me? :D Link to comment Share on other sites More sharing options...
Zorkaz Posted January 14, 2020 Share Posted January 14, 2020 That's something that goes against a modders "honor", at least here. But people like DieFem, SKK50 or Niston might help you out, they are very skilled.I'm also trying to find a way when I have finished my current project but that will take some days I'd suggest taking a look at other mods, like this: https://www.nexusmods.com/fallout4/mods/19090 Use Champollion to decode their scripts: https://www.nexusmods.com/fallout4/mods/3742 Link to comment Share on other sites More sharing options...
Recommended Posts