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Using existing textures for new items


Tang3rine

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Hello everybody , I am new in the modding community and require some help with a little project I wish to finish.The mod itself will attempt to alter some of the existing food recipes and present a few extra dishes.It is aimed for those who want some variety and creativity when taking care of their hardcore mode needs but are not brave enough to eat mole rat stew and bloatfly sliders.

 

I am getting the hang of creating recipes and items but require help with the following :

 

1) Textures : I understand that in order to use existing textures you need to extract them from .bsa archives that exist in your Data folder.After I use them in the GECK do I have to put them in the actual Textures folder or will the game will find them in the .bsa archives and I can delete them after I use them as textures for the new items I wish to add ?

 

2) If I wish to have some of the food items give the player back a few of the materials needed to make them ( ex. caravan lunch awarding a lunchbox when consumed , similar to how a nuka-cola will put an empty bottle in your inventory ) do I have to write scripts for them or is there an option available in the "item effects" just like "increase strenght" / "restore starvation" ?

 

 

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I understand that in order to use existing textures you need to extract them from .bsa archives that exist in your Data folder.

Wrong, if the mesh used is vanilla, it will use vanilla textures directly from the BSA archive. You only need to extract them if the mesh is modified and points to another, custom, directory which doesn't exist in the archive.

If I wish to have some of the food items give the player back a few of the materials needed to make them ( ex. caravan lunch awarding a lunchbox when consumed , similar to how a nuka-cola will put an empty bottle in your inventory ) do I have to write scripts for them or is there an option available in the "item effects" just like "increase strenght" / "restore starvation" ?

I don't think there's a way to add an item through actor effects but it's easy to do it through a script, like so:

 

scn AddLunchbox        #snc is ScriptName, use a different one for each script
 
player.additem Lunchbox 1        #Adds a lunchbox to the player
 
end        #Ends the block

I'm not sure if "Lunchbox" is the actual ID of it but you get the point. If you don't want the "1 Lunchbox added" message, you can write the additem line like so:

 

player.additem Lunchbox 1 1        #Adds a Lunchbox to the player but does not display the message

I ain't too gifted when it comes to scripting in GECK but I think I got it right.

 

Oh, and don't use the lines that begin with #, it's a Python single-line comment and your script will crash the game if you use it, I just used it here to describe the lines.

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