DaemonGrin Posted January 11, 2013 Share Posted January 11, 2013 Sup! I am building a house mod (my first true mod not just tweaks) which will involve a couple quests to fix it up and I don't know what exactly to look for tutorial wise for what I need. I want to replace vanilla model names to unique names after the quests are completed. i.e. entrance door named abandoned shack door, do quests to fix it up fade black and now the entrance would be called player home or w/e. Can anyone point the way to a tutorial on this and others, not from bethesda watched all those vids ^^? Thank ya! Link to comment Share on other sites More sharing options...
Xaranth Posted January 11, 2013 Share Posted January 11, 2013 The best way to figure these things out is to find something in the game that does what you want, then look it up in the GECK and figure out how they did it. Doctor Usanagi's dialogue has good examples of how to do a FTB, but you want to look at DisablePlayerControls, Staged Timers, and ApplyImageSpaceModifier. For 'rebuilding' and changing names, you want to look at enable/disable and enable parents. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 11, 2013 Author Share Posted January 11, 2013 The best way to figure these things out is to find something in the game that does what you want, then look it up in the GECK and figure out how they did it. Doctor Usanagi's dialogue has good examples of how to do a FTB, but you want to look at DisablePlayerControls, Staged Timers, and ApplyImageSpaceModifier. For 'rebuilding' and changing names, you want to look at enable/disable and enable parents. Ahhh! that slipped past me! Totally forgot I could check out Usanagi or really any doctor for the FTB sequence thanks! Finally I can do some reading now that I know some of the things to look at. I have the layout done and started cluttering but stopped to ask another question. Is duplicating my layout needed for before and after quests? Link to comment Share on other sites More sharing options...
Xaranth Posted January 11, 2013 Share Posted January 11, 2013 It depends on how drastically you want to change things. If you want a new tileset, for example VaultRuined vs. Vault, then yes. If you just want jusnk to go away and broken things (Like a static sink) to become working things (like a sink you can drink from) no. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 11, 2013 Author Share Posted January 11, 2013 It depends on how drastically you want to change things. If you want a new tileset, for example VaultRuined vs. Vault, then yes. If you just want jusnk to go away and broken things (Like a static sink) to become working things (like a sink you can drink from) no. Well I'm using the Ecv set so they don't have 2 versions which is sad I wish they did, a rusty Enclave set would make for some awesome dungeons. I think the most drastic change will be the fact there is no power so no lighting (doors will need energy cells for power which you find on enclave protectrons etc that activate when you enter the future player home) until you finish the main quest which is repair the generator. Everything else will just be cosmetic like adding rugs, working objects like terminals, deleting clutter and dead bots. Link to comment Share on other sites More sharing options...
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