Issues with bobble head stand

Post » Thu Jun 30, 2011 7:53 pm

I just used the megaton bobble head stand, placed each bobble head where it goes on the bobble head stand.
Set each bobble heads properties to Persistent and Not active as they are in the stand for megaton.
Each bobble head has its script activated. And I did use the Acti Bobble head types.

I was thinking, since the script for the bobble head stand is for megaton do I just change the script around for what ever my locations is?

Example

Megaton bobble head script line for Agility bobble head

if ( BH01.HaveAGL == 1 )
MEGAGLRef.Enable
Player.RemoveItem BobbleheadAGL 1
endif

Would I just change it to
if ( BH01.HaveAGL == 1 )
HIDAGLRef.Enable
Player.RemoveItem BobbleheadAGL 1
endif

The location of my stand would be in the cell of my home which is refferenced as HiddenHome, its actual name is spikes hidden bunker.

This is the last thing that needs doing before my first add-on is complete.
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Fri Jul 01, 2011 4:28 am

The bobble head displays only work in one location unless you heavily edit the script.

It checks to see if you currently have the bobblehead in inventory, and if so it enables the one on the stand and removes it from your inventory.

So, you could end up with some on the megaton/tenpenny house, and some on your stand.

In my house mod, I just check to see if you found it and if so, enable it on the stand.
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Nymph
 
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Joined: Thu Sep 21, 2006 1:17 pm


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