HeyDoYaThang Posted December 15, 2008 Share Posted December 15, 2008 How do you get bobbleheads to show up if you put a new bobblehead display in a house mod? I saw there was one for Tenpenny and one for Megaton so I created a new id for my house mod. I know it has something to do with the script file and maybe something else but what? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 15, 2008 Share Posted December 15, 2008 The way it works is: All the bobbleheads are already there they are set as initially disabled, the script just enables them. In order for yours to work they all have to be in place and set as initially disabled. Give them all a unique reference id and set them as persistent reference. Then you need to edit the script for example: bla bla bla BobbleheadTenpennyWhatever.enable BobbleheadMagatonWhatever.enable BobbleheadYourPlaceWhatever.enablebla bla bla the "BobbleheadYourPlaceWhatever" is what you gave the item as a reference. (when you doubleclick on the bobblehead in the render window there should be an area to type in the reference id, at the top I think) Link to comment Share on other sites More sharing options...
HeyDoYaThang Posted December 15, 2008 Author Share Posted December 15, 2008 Well I created a new Bobblehead machine and named it like the ones for Megaton and Tenpenny but using the name of my hideout which is hideout. I then created a new script using scriptname BobbleheadDisplayHideoutScript and I saw the code in the script for Megaton and Tennypenny looked exactly the same except for the scriptname so I just copied and pasted that into my script. I then recmpiled all the scripts and saved it. I wasn't sure if I would need to do that to get it to work. I noticed that the one in Mehaton and Tenpenny had a ref like this BobbleheadDisplayMegatonRef so I named mine BobbleheadDisplayHideoutRef. I also noticed the persistent reference was checked so I did that to the bobblehead display I created for my vault. As far as I can tell mine looks exactly like the ones in Tenpenny and Megaton but it does not show the bobbleheads on it so I know it isn't working yet. I know I am pretty close to getting it working but....it is like messing with my mind lol. I am trying to make sense of what you said but it is all pretty much alien to me. So I have to drag and drop all the bobbleheads into the render window in my place and click on each of them and when I do that each of them will ask me for a reference id? Or I have no idea what you are talking about? :) Link to comment Share on other sites More sharing options...
HeyDoYaThang Posted December 15, 2008 Author Share Posted December 15, 2008 Ok I just noticed the bobbleheads on the display in Megaton have names like MEGUnarmedRef so I copied all the Bobblehead refs from Megaton and pasted them and put them in place on the Bobblehead display in my vault. I then went through everyone of them and gave each a ref like HIDUnarmedRef etc instead of MEGUnarmedRef. So now if I create a new script and at the beginning I put: scriptname BobbleheadDisplayTheHideoutScript And then I can just copy and paste this: begin OnActivateif IsActionRef player == 1if BH01.Carrying == 1 Set BH01.Carrying to 0 if ( BH01.HaveAGL == 1 ) MEGAGLRef.Enable Player.RemoveItem BobbleheadAGL 1 endif if ( BH01.HaveBART == 1 ) MEGBarterRef.Enable Player.RemoveItem BobbleheadBART 1 endif if ( BH01.HaveBGUN == 1 ) MEGBigGunsRef.Enable Player.RemoveItem BobbleheadBGUN 1 endif if ( BH01.HaveCHA == 1 ) MEGCHARef.Enable Player.RemoveItem BobbleheadCHA 1 endif if ( BH01.HaveEND == 1 ) MEGENDRef.Enable Player.RemoveItem BobbleheadEND 1 endif if ( BH01.HaveERGW == 1 ) MEGEnergyWeaponsRef.Enable Player.RemoveItem BobbleheadERGW 1 endif if ( BH01.HaveEXPL == 1 ) MEGExplosivesRef.Enable Player.RemoveItem BobbleheadEXPL 1 endif if ( BH01.HaveINT == 1 ) MEGINTRef.Enable Player.RemoveItem BobbleheadINT 1 endif if ( BH01.HaveLOCK == 1 ) MEGLockpickRef.Enable Player.RemoveItem BobbleheadLOCK 1 endif if ( BH01.HaveLUK == 1 ) MEGLUKRef.Enable Player.RemoveItem BobbleheadLUK 1 endif if ( BH01.HaveMEDI == 1 ) MEGMedicineRef.Enable Player.RemoveItem BobbleheadMEDI 1 endif if ( BH01.HaveMELE == 1 ) MEGMeleeRef.Enable Player.RemoveItem BobbleheadMELE 1 endif if ( BH01.HavePER == 1 ) MEGPERRef.Enable Player.RemoveItem BobbleheadPER 1 endif if ( BH01.HaveREPR == 1 ) MEGRepairRef.Enable Player.RemoveItem BobbleheadREPR 1 endif if ( BH01.HaveSCNC == 1 ) MEGScienceRef.Enable Player.RemoveItem BobbleheadSCNC 1 endif if ( BH01.HaveSGUN == 1 ) MEGSmallGunsRef.Enable Player.RemoveItem BobbleheadSGUN 1 endif if ( BH01.HaveSNEK == 1 ) MEGSneakRef.Enable Player.RemoveItem BobbleheadSNEK 1 endif if ( BH01.HaveSPCH == 1 ) MEGSpeechRef.Enable Player.RemoveItem BobbleheadSPCH 1 endif if ( BH01.HaveSTR == 1 ) MEGSTRRef.Enable Player.RemoveItem BobbleheadSTR 1 endif if ( BH01.HaveUARM == 1 ) MEGUnarmedRef.Enable Player.RemoveItem BobbleheadUARM 1 endifelse ShowMessage BobbleheadNoneendifendifend Into my new script file from the Megaton scipt file, save it and it will work? Or is there more that I need to do? Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 16, 2008 Share Posted December 16, 2008 That script still needs a little tweak. if ( BH01.HaveAGL == 1 )MEGAGLRef.Enable <----------------------------this still refers to the megaton bobblehead Player.RemoveItem BobbleheadAGL 1endif if ( BH01.HaveAGL == 1 )HIDAGLRef.Enable <----------------------------It should look like this, you forgot to change the MEG part to HID like you did to the bobbleheads in your place.Player.RemoveItem BobbleheadAGL 1endif so you need to change the references in your script to match the ones for your bobbleheads. Then you need to make a new form of the bobblehead base, assuming the base for megaton and tenpenny are two separate objects in the object window. To make a new form you double click on the base in the object window and change the id, click OK it should ask if you want to make a new form say yes. Once you have made a copy you double click on it in the object window and change which script it uses to the one you made. That should work! Good Luck :thumbsup: PS. here is a little description of what this part of the script does. if ( BH01.HaveAGL == 1 ) This part checks to see if you have gotten the bobblehead HIDAGLRef.Enable If you do have it "HIDAGLRef" will be Enabled. The HIDAGLRef is the reference name of the object to be enabled the .Enable part is the command to enable the specified reference. Player.RemoveItem BobbleheadAGL 1 This part removes the item from your inventory endif this part ends the if statment. Link to comment Share on other sites More sharing options...
HeyDoYaThang Posted December 16, 2008 Author Share Posted December 16, 2008 I deleted my mod because I didn't think I would ever figure it out. I was going to download another persons mod that already had a working bobblehead display. I figured it would be easier to convert my mod into there mod around the working bobblehead display then trying to figure it out lol. I was so close to having it working and now that you pointed out what I missed I wish I had waited a few more minutes before deleting it because I just deleted it before coming back on here. I checked on here a few times and didn't think anyone knew what I was talking about. I tried Google searches etc for more info. Good news is I have an older backup which is almost as far along as the one I was working on. Anyways yes I had already made a new form of the bobblehead base. I noticed Megaton and Tenpenny each had one so I created a new one for my vault. Thanks for the help. I really appreciate it and think I can get it working now. Link to comment Share on other sites More sharing options...
HeyDoYaThang Posted December 16, 2008 Author Share Posted December 16, 2008 It works! It actually works! I had walked up to the Bobblehead Display so many times and activated it only to see nothing happen again and again. This time all of a sudden all my Bobbleheads appeared in front of me on display. Woohoo! I just sat there dazed for a minute wondering if I was imagining things. Thank you once again. It actually works. Now I can try working on some other things. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 16, 2008 Share Posted December 16, 2008 Congratz on the bobbleheads! Glad I could help. Believe me when I say I know how it feels to have something fail a gazilion times and then suddenely work ;) . Link to comment Share on other sites More sharing options...
HystericalParoxysm Posted December 16, 2008 Share Posted December 16, 2008 Thanks very much for this info, Speedy - I was wondering the same thing for my own house mod and this looks like just the fix I need too. :) Link to comment Share on other sites More sharing options...
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