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Power objects in the Creation Kit


Zorkaz

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I have placed custom conveyor belts in the CK and have a generator nearby that outputs 100 Volt with a power radius of 2000.

 

The conveyor belts and the generator are linked to a workshop via "workshopitemkeyword"

 

 

But how can I make it so they conveyor belts are running when you find them in game?

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The workshop workbench reference has a "power grid" entry that I think is only accessible in FO4Edit, I didn't found any settings in the CK to change it.

In this power grid you need to setup the power connections, you can see an example on how to set up a power grid in the reference of the workshop workbench located in the castle.

Edited by DieFeM
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So far no luck...

Currently trying to apply script lines to the Conveyor belt like

Self.ApplyConveyorBelt("Belt", 1.0, 0.5, 0.0, true);
bool bonoff = Self.IsConveyorBeltOn();
Self.ConveyorBeltOn(!bonoff);

 

and so on, nothing helps... will grind my teeth into it.

Btw, basic keywords like "Startspowered on" or scripts that play different animation states won't help either.

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I've got some success powering workshop objects outside of settlements by using the same script that is used to power the jukebox (Default2StateActivator), additionally you can block the activation with the script DefaultBlockActivationOnLoad.

Check the script properties for the Default2StateActivator script in the jukebox.

Edited by DieFeM
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