muffildy Posted December 18, 2008 Share Posted December 18, 2008 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! Link to comment Share on other sites More sharing options...
muffildy Posted December 18, 2008 Author Share Posted December 18, 2008 *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 HasItemsshort Button short item1short item2short item3short 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 endifend Link to comment Share on other sites More sharing options...
muffildy Posted December 19, 2008 Author Share Posted December 19, 2008 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! weeeHrm 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. Link to comment Share on other sites More sharing options...
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