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workbench mod


muffildy

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Hello,

 

I am having difficulty getting my new schematics to register as displayable from the workbench, i added the lines at the top for checking if i have the note; and made my schematic give me the note it needed, but the workbench does not display the new possibility.

 

I am also trying to create a mod where you can 'brainstorm' on a chalkboard for new schematics; i tried to edit the script for the lab to give it a time delay between uses but that failed to display the messages for not yet, and finally done so i changed the script to one where it just makes it immediately which works.

 

So if anyone knows how to make the workbench display new schematics or how to get the timedelay to work that would be great!

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*edit*

Ok, i decided to make a completely new workbench since using the one that comes with the game does not want to work.

I made Armorbench activator file with the script running for it below, and i made the count files and schematics files and notes etc, and viola! the damn thing finally makes me the armor!! But....it comes out broken instead of at a condition based on my repair and/or modifications to the base schematic. So anyone know how to make the armor come out working? The script seems like it should do exactly that because when i look at it, it looks almost exactly the same as the script for the regular workbench.

 

 

scn SchematicsArmorbenchScript

 

;workbench to create customized weapons

; 1. Which schematics does the player have? Display as buttons.

; 2. If has items needed to create, do it; otherwise display "error" message

 

 

short HasItems

short Button

 

short item1

short item2

short item3

short item4

 

float weaponCondition ; calculate what condition the weapon is at when created

 

; how many of these weapons has the player made?

;short countArmorPowerSexy

 

Begin OnActivate

if IsActionRef player == 1

; display message box of possible weapons

set HasItems to 0

 

if GetHasNote SchematicsPowerSexyNote == 1 || GetHasNote SchematicsPowerSexyNote10 == 1 || GetHasNote SchematicsPowerSexyNote20 == 1

set HasItems to 1

endif

 

if HasItems == 1

ShowMessage Armorbench

else

ShowMessage SchematicsWorkbenchNoneMsg

endif

endif

 

End

 

Begin GameMode

 

set Button to GetButtonPressed

 

 

if button == 1

; PowerSexy

; 1. check for schematics

if GetHasNote SchematicsPowerSexyNote == 0 && GetHasNote SchematicsPowerSexyNote10 == 0 && GetHasNote SchematicsPowerSexyNote20 == 0

ShowMessage SchematicsWorkbenchFailureGenericMsg

else

; 2. check for components

if ( player.GetItemCount OutfitPrewarNegligee > 0 ) && ( player.GetItemCount ArmorCombat > 0 )

; 3. make it

;message "PowerSexy created."

ShowMessage SchematicsWorkbenchSuccessPowerSexyMsg

player.RemoveItem OutfitPrewarNegligee 1 1

player.RemoveItem ArmorCombat 1 1

 

; calculate condition

set weaponCondition to (weaponCondition * countArmorPowerSexyBonus )

if weaponCondition > 100

set weaponCondition to 100

endif

player.AddItemHealthPercent ArmorPowerSexy 1 weaponCondition

PlaySound UIRepairWeapon

; increment count

ModPCMiscStat "Weapons Created" 1

set countArmorPowerSexy to countArmorPowerSexy + 1

 

;If the player has made one of each item, add Achievement 40

if countWeapAchievement == 0

if countArmorPowerSexy >=1

addachievement 40

set countWeapAchievement to 1

endif

endif

 

else

; 4. failure message

set item1 to player.GetItemCount OutfitprewarNegligee

set item2 to player.GetItemCount ArmorCombat

 

 

ShowMessage SchematicsWorkbenchFailurePowerSexyMsg, item1, item2

ShowMessage SchematicsWorkbenchMsg

endif

endif

endif

endif

end

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Well, i finally figured out just what i was doing wrong!

Apparently, you need to have the main game esp loaded along with your mod esp for anything to work in the GECK; or atleast i redid everything i did to my old mod, but had both files open instead and it worked - coincidence or not it sure is sweet for things to actually be working!

 

Hopefully in the next week or so i will have fully fleshed out my mod and uploaded it to the site! weee

Hrm what to expect:

A Mad scientist chalkboard that uses your science skill to create new schematics at random!

A mad scientist workbench that you can create your newly acquired formulas on!

So far, all i have done is make combat armor and power armor formulas which use the OutfitPrewarNegligee as a display instead of the old one; So this does not affect game balance much except that im allowing the power armor negligee to not need training to use, as well as being repaired by combat armor.

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