bobble head stand

Post » Thu Sep 23, 2010 10:44 pm

hi to all, im trying my hand for the first time with the geck (just a player home) and would love to insert the bobblehead stand with bobbleheads (just for show) can anyone tell me where to find it please ???

many thx :)
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Johnny
 
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Post » Fri Sep 24, 2010 6:29 am

Well I can't seem to open FO3 esp's, I assume it's because I have the New Vegas edition of the GECK installed, but here's what you need.

Download http://www.fallout3nexus.com/downloads/file.php?id=2722 (any version) from the FO3 Nexus. In there you will find a script called "Bobblehead Display Catch Up Script", ore something very close to it. Forgive me, I'm working from memory. The words "catch up" should be in the name. Whatever the name, it's attatched to the display inside the Clucb House.

The code was contributed by Artificeren over a year ago and I can't find the original post. The thread was mine, the Club House is mine, feel free to use the script, just give artificeren credit it you share your mod.

Enjoy.

I'd post the actual code for you but as I said, I'm only loaded for New Vegas and I can't open my own FO3 mod.


EDIT: I'm sorry. I saw the title of your post and thought I had wandered into the FO3 GECK forum. Everything I just said may be totally irrellevent.
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Elisha KIng
 
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Post » Fri Sep 24, 2010 2:23 am

Awesome !!

firstly let me say the club house (megaton version) was my fav. player home mod, loved it :foodndrink:

unfortunately im runnung the NV Geck too so unable to open, ive seen another NV Mod with the bobblehead stand so may have to download that, only learning my way round the geck ATM so no public making mods for me just yet
:shakehead:

Thanks for your help :)
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KIng James
 
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Post » Fri Sep 24, 2010 4:36 am

I'm at the orifice right now and can't look this up to tell you exactly, but the actual Bobblehead Stand in an Activator. Everything should be in the NV.esm file for the FO3 Bobbleheads including sctipts and the misc item bobbleheads. The easy way to see everything is to type in bobblehead in your filter box, and scroll down and select all at the bottom. (I just added 20 custom bobbleheads including their associated scripts, messages and stand to my house so this is pretty fresh on my mind.)

But if you're just adding them to your home just for display and not planning on hiding them to find and collect you'll just need to place the stand and each bobblehead one at a time. And also, you will probably keep getting questioned whether you want to place the bobblehead XXX "quest item" into the gamespace. So, you may just want to remove any scripting and quest item flags with all of the parts so you can just place them like they were any other piece of clutter or static item.

EDIT - Just mulling this over some more in my head I thought of something. If you simply place the stand and each bobblehead for decoration purposes only, it will definitely be possible to remove the bobblehead from the stand in your house. But if you remove it and don't have the script to replace it (that's not actually what it does but that's not important right now) you will not be able to put it back on there.

Do you want this so you can take them off if you want and then put them back on? (It can be done pretty easily, but I'm at the office and can't look at the scripts right now.) Hope this helps, and let me know if you need anything and I'll see if I can walk you through it.
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Nuno Castro
 
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Post » Fri Sep 24, 2010 6:24 am

Hi Balok,

Thank you for taking time to reply :)

im purely after display purposes only, ive only just learned how to layout, clutter and mesh so please bear with me bud, when it comes to scripting, quest items etc (even loading scripts) i have absolutely no idea yet, im currently searching and watching any available tutorial i can find, what i wanted to place in my little player home is a kinda fallout shrine type room displaying memorabilia.........


again, thank you for your help.....

:fallout:
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Sun of Sammy
 
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Post » Thu Sep 23, 2010 4:40 pm

Hi Balok,

Thank you for taking time to reply :)

im purely after display purposes only, ive only just learned how to layout, clutter and mesh so please bear with me bud, when it comes to scripting, quest items etc (even loading scripts) i have absolutely no idea yet, im currently searching and watching any available tutorial i can find, what i wanted to place in my little player home is a kinda fallout shrine type room displaying memorabilia.........


again, thank you for your help.....

:fallout:


hey nick, did you get it worked out?
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Star Dunkels Macmillan
 
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Post » Fri Sep 24, 2010 6:37 am

I'm working on a snowglobe display stand that works the same way as my bobblehead display stand. I just got it to actually work for one snowglobe. I've been working on it for several days and what I just did was a major step in the right direction. I'll post the code as soon as I get it to run down the list and check for all of the snowglobes successfully. It should work for anything you can make a permanent refference out of. I know I could ask for help but I'd really like to take the credit for this one.
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Jarrett Willis
 
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Post » Thu Sep 23, 2010 11:51 pm

3 out of 7 working
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Andres Lechuga
 
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Post » Thu Sep 23, 2010 10:55 pm

6 of 7
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lauraa
 
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Post » Fri Sep 24, 2010 5:22 am

Morning chaps,

Still no go, ive managed to put a snow globe stand in with snow globes using the object palette, it doesn't do anything apart from act as a static display but that's what im after, i can find all the bobblehead opl's but for some reason i cant seem to find the bobble head display cabinet anywhere, a kind member sent me some of his own files that contained the display but this is where im coming unstuck as i dont know how to open them ? this is how im trying :
installed his mod using FOMM and activating it, loading his esp in the geck and searching for the bobblehead display in "cell view. interiors box, i know im probably doing this wrong but as stated ive only been using the geck for about 3 days so far, if i double click his esp from the fallout directory the geck opens but a warning window shows stating "invalid directory" .

ive followed the Bethesda tutorials in youtube which teach you the basics but that's where it ends so of course anything other than what ive watched is alien to me ATM hence the nooby questions :rolleyes:


P.S

Im playing FONV.
I have the FONV version of GECK
I have FOMM installed
Do i need NVSE ?? if so i cant seem to find it and have read its very buggy ??


Cheers all,

Nick.
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N Only WhiTe girl
 
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Post » Thu Sep 23, 2010 7:46 pm

Nailed it.
This script can easily be modified to work as a Bobblehead display by changing all the snowglobe names and refs to the names you have used in your mod for the bobbleheads. For the display stand, I extracted the mesh for the static display using the BSA browser in FOMM, then applied it to an activator that I created new. Any mesh can be used for this.

Feel free to use this script, just give me (Grimstad) credit if you publish it.


scn ASuiteSnowglobeEnablerSCRIPTbegin OnActivate	if IsActionRef player == 1		if Player.GetItemCount SnowglobeFortMormon > 0			ASuiteMFGlobeREF.Enable			ShowMessage ASuiteSGMFEnabledMessage			player.removeitem SnowglobeFortMormon 1		endif		if Player.GetItemCount SnowglobeGoodsprings > 0			ASuiteGSGlobeREF.Enable			ShowMessage ASuiteSGGSEnabledMessage			player.removeitem SnowglobeGoodsprings 1		endif		if Player.GetItemCount SnowglobeHooverDam > 0			ASuiteHDGlobeREF.Enable			ShowMessage ASuiteSGHDEnabledMessage			player.removeitem SnowglobeHooverDam 1		endif		if Player.GetItemCount SnowglobeMtCharleston > 0			ASuiteMCGlobeREF.Enable			ShowMessage ASuiteSGMCEnabledMessage			player.removeitem SnowglobeHooverDam 1		endif		if Player.GetItemCount SnowglobeNellis > 0			ASuiteNEGlobeREF.Enable			ShowMessage ASuiteSGNEEnabledMessage			player.removeitem SnowglobeNellis 1		endif		if Player.GetItemCount SnowglobeTestSite > 0			ASuiteTSGlobeREF.Enable			ShowMessage ASuiteSGTSEnabledMessage			player.removeitem SnowglobeTestSite 1		endif		if Player.GetItemCount SnowglobeTheStrip > 0			ASuiteSTGlobeREF.Enable			ShowMessage ASuiteSGSTEnabledMessage			player.removeitem SnowglobeTheStrip 1		endif		ShowMessage ASuiteSGFinishedMessage	endif


Any reference to "ASuite" is simply a name that can be changed to whatever you want.

Any name that has the word "Snowglobe" in it is the actual quest item within the game and should not be changed if you want it to work with the snowglobes found while playing.

All the "messages" are simple List Forms with a simple message in the text box to tell you the item has been added to the display.

All the "REF" names are the displayed snowglobes added by me that are "initially disabled" that are sitting on the display but invisible because they are initially disabled. When this script runs and finds the player in possession of a snowglobe, it "enables" the one sitting on the display, then removes one from the players inventory.
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Amber Ably
 
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Post » Fri Sep 24, 2010 5:01 am

You can turn just about any "static" item into an activator. It's just an item that has a script attatcherd to it, such as the one I just posted. All it does is run that script when you click on it. Actually it does a lot more which you don't need to know right now. It does more than I know. If you want all your items sitting on a shelf, then make an activator out of a shelf. The items being displayed don't even have to be in close proximity to the activator. Download my mod, A Suite at the Novac Motel and examine it without installing it. In it you will find a folder inside the meshes folder called "A Suite". In that folder is all the static meshes that I extracted from the Meshes.BSA file. Once they are extracted from the BSA you are free to associate them with whatever type of object you need such as a new activator. One of them is a style of desk that was in FO3 but not in NV. I extracted the mesh from the BSA, created a new container object and attatched the mesh I needed and VIOLA! I now have a desk that only existed in FO3 before.

EDIT: No you do not need NVSE. This is some of the simplest modding beyond rearranging the furniture. NVSE is only needed to do some REALLY creative scripting. NVSE does open up some pretty cool mods to you but don't even think about using it to mods at this level of experience. If you do install it make sure you install it in the same folder where your Newvegas.exe is. Thats the main folder, not the data folder. The data folder is IN the main folder. If you install it correctly, the launch game button in FOMM will change to say "Launch NVSE"

I must sleep now. Good luck. One important thing. To attach a script to a new activator you must do it to the "base object". Whern you do that, it changes EVERY item that uses that base object. DON"T DO THAT. Creat a new base object. When you maske changes to a base object, the GECK "USUALLY" asks you if you want to save changes to that form or creat a new one. ALWAYS create a new one or you can screw a lot of things up.
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NeverStopThe
 
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Post » Thu Sep 23, 2010 5:01 pm

Morning chaps,

Still no go, ive managed to put a snow globe stand in with snow globes using the object palette, it doesn't do anything apart from act as a static display but that's what im after, i can find all the bobblehead opl's but for some reason i cant seem to find the bobble head display cabinet anywhere, a kind member sent me some of his own files that contained the display but this is where im coming unstuck as i dont know how to open them ? this is how im trying :
installed his mod using FOMM and activating it, loading his esp in the geck and searching for the bobblehead display in "cell view. interiors box, i know im probably doing this wrong but as stated ive only been using the geck for about 3 days so far, if i double click his esp from the fallout directory the geck opens but a warning window shows stating "invalid directory" .

ive followed the Bethesda tutorials in youtube which teach you the basics but that's where it ends so of course anything other than what ive watched is alien to me ATM hence the nooby questions :rolleyes:


P.S

Im playing FONV.
I have the FONV version of GECK
I have FOMM installed
Do i need NVSE ?? if so i cant seem to find it and have read its very buggy ??


Cheers all,

Nick.


OK eric, I'll try to lay this out as best as I can from memory. I'm at the office again and can't actually be looking in the GECK as I write this.

1) Load the plugin that you want the display to be in, and find the interior cell where you want to place the display in the cell view window. Double click the cell to load the cell. (I usually select an object in the cell after it's loaded and get my cell positioned where I want it.

2) In the upper left side under "Object Window" type bobblehead in the filter box. Then scroll down the tree and look for "Activator" and select it. With bobblehead in the filter, that should allow only one object to show up on the right, and that should be your bobblehead stand. Simply drag it off into your render window and place it where you want it to go.

(You might want to turn snap to grid OFF for this. I use my mouse to click and drag my objects close to where I want them, then double click on them and use the X-Y-Z arrows to get it into its final position. I also set my movement scale to 1 so it's only moving a tiny bit at a time with the arrows you click, but that's just me, lol.)

3) You will notice that there are NO bobbleheads on the display. That's because you have to place each one individually on top of its little holding slot. So, once again go to your object tree and find your Misc. Item's. (It's either under Items ---> Misc. Items, or under Miscellaneous ---> Misc. Items . (Click on the little + sign to expand the list)

You will see all 20 bobbleheads pop up in the object list. From there, just drag the off one at a time and place them on the stand. (This can be a VERY tedious process to get them positioned exactly right! One tip I can give you is to use the X-Y-Z coordinates to your advantage by placing the first one on each row where it needs to go, then using the Z coordinate of the placed bobblehead for then next one so you have it at the same height as the other etc.)

Also, as I mentioned earlier, you will get a message for each one you place telling you that the bobblehead is a quest item, and are you sure you want to do what you are doing. It's OK to say yes.

So, I thing that's about it and let me know if you need more!



@ Grimstad: Thats awesome! I'll definitely be using it in my current project! (with proper credit of course!)
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Austin England
 
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Post » Thu Sep 23, 2010 6:39 pm

perfect !

thanks a bunch for your help !
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Sara Lee
 
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Post » Fri Sep 24, 2010 3:10 am

perfect !

thanks a bunch for your help !

No problem, glad I could help!
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ChloƩ
 
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Post » Fri Sep 24, 2010 3:26 am

Just a brief follow up, I was pretty tired when I last posted.

If you remove this line

"player.removeitem SnowglobeNellis 1"

from each of the elseif statements or simply put a semicolon in front of it so it becomes a comment, the snowglobes will stay in inventory so they can still be turned into Jane for money. Be sure to warn people in the readme that they must hit this display BEFORE going to Jane. I did it this way so it was completely contained within my new cell and wouldn't effect any scripts anywhere else. There is a cleaner way to do it but it would effect scripts attatched to Jane and the Lucky 38 which could create conflicts with other mods. If this script is altered to work with Bobbleheads, this houldn't be an issue.
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vicki kitterman
 
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