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Bobblehead Display?


HeyDoYaThang

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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.enable

bla 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)

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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? :)

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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 OnActivate

if IsActionRef player == 1

if 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

endif

else

ShowMessage BobbleheadNone

endif

endif

end

 

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?

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That script still needs a little tweak.

 

if ( BH01.HaveAGL == 1 )

MEGAGLRef.Enable <----------------------------this still refers to the megaton bobblehead

Player.RemoveItem BobbleheadAGL 1

endif

 

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 1

endif

 

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.

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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.

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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.

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