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Trying to alter workings of workbench.


Deseoso

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I have been collecting stuff from around the wasteland for ages in my game but I don't craft a lot because I get bored of checking what I need at the bench, getting it out of the storage containers near my workbench and then going back to the bench to build it. I could put everything from my storage into my inventory and build a bunch of things each time but I have collected a lot and it is a pain in the ass to put it all away again each time. Especially as everything over 5 in number has to ask how many I want to put away first and then I have to go back to the list each time.

 

I want a metal cupboard near my workbench that is linked to the workbench in the same way that my inventory is. I would like to click on my workbench and have it look in my cupboard before listing what I can build rather than looking in my inventory.

 

Can anyone either create this or suggest to me how this might be created? Preferably the latter as I am trying to learn to create mods for myself. So far I cannot find the workbench or its script. I assumed it would be in the FalloutNV.esm but I cannot locate it.

 

Anyone?

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Workbench is under Activators, in the GECK Object View Window go to World Objects > Activators and filter for Workb

 

You can get at the script by double-clicking the workbench activator and looking at the script. It is in FalloutNV.esm.

 

I'd find the specific editorIDs for you, but I'm compiling at the moment and not about to impose the GECK on my poor CPU.

 

You have... an interesting idea there. I'll think about how it would work but... Hm. Well, I'll think about it.

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Okay, so I finally got the GECK to work. Once I did I opened up the CraftingWorkbenchRecipesScript which is a tiny script file that looks like this:

 

scn CraftingWorkbenchRecipesScript

 

; Launches crafting interface for recipes in the "WorkbenchRecipes" category.

; JES 3.5.10

 

Ref User

 

Begin OnActivate

 

Set User to GetActionRef

If GetActionRef != Player

User.Activate

Elseif GetActionRef == Player

player.showrecipemenu WorkbenchRecipes

Endif

 

End

 

I then had to teach myself a bit about scripting and realised that all this basically does is tell the game that if the player activates the workbench then the game should display the workbench recipes. What I cannot work out is where the script would be to tell the game to look in the player's inventory for the items. I thought I would find what I was looking for by checking each individual recipe. The problem is that with the GECK when you click on the individual recipes you get a box that opens up showing you the recipe and giving you an ingredients tab and an end result tab. What I need is to access the script that controls the information being displayed n those boxes, i.e. what ingredients are required and, more importantly, where to look to find them.

 

Anyone have any ideas where I should start?

 

I can see that what appeared to me to be a simple idea is going to turn into a much more complicated mod. I think I will need to detach my own workbench from the Workbench Recipes category altogether and create a new Personal Workbench Recipes category with all the same recipes but with a script that tells the game to look in a container next to the workbench for the ingredients rather than in the player's inventory. It sounds so simple when I write it but where the hell do I find the script that controls where it looks for the ingredients in the first place?

 

I'm stumped!!

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The recipes will ALWAYS look in the player's inventory for components. What I'm thinking you could do is juggle the inventory silently using a menumode/gamemode code token. The only trouble with that, is that if you do it's going to clear out any hotkeys and leave you naked when done. That can probably be taken care of with NVSE functions, but the other problem is how to NOT get your crafted items eaten when you exit the menumode.

 

As I said, I'll start thinking about it. :)

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Thanks. I don't think I would have found that mod on my own and as someone new to modding I think I was biting off a bit more than I could chew with this one. Nice that the modder has left it so that others can not only use his mod but learn from it. Now I can use it and figure out how he created it.
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The recipes will ALWAYS look in the player's inventory for components. What I'm thinking you could do is juggle the inventory silently using a menumode/gamemode code token. The only trouble with that, is that if you do it's going to clear out any hotkeys and leave you naked when done. That can probably be taken care of with NVSE functions, but the other problem is how to NOT get your crafted items eaten when you exit the menumode.

 

As I said, I'll start thinking about it. :)

 

 

You don't get naked and weaponless if you don't touch those items. So you could choose to only mess with the other typed item categories that make of the components of crafting; alchemy, misc, ammo, etc. So you could organize your form lists for those things and then move them back and forth. But, ya, if you are doing it with vanilla functions it's pretty sloppy. You just dump everything from the container on the floor and put it into the player's container and then take everything that you consider to be a crafting component back out of the player's container.

 

lol. super ninja'd by Brigand; I was off doing whatever with my window open :laugh:

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