CRAFT mod custom schematic

Post » Fri Dec 17, 2010 4:42 am

A long time ago I made a weapon in Fallout 3 and want to create a schematic for it for use with the CRAFT mod. I have run into a problem trying to do this as I cannot figure out everything I need to do. I have searched high and low for a tutorial on how to acoomplish this but the few links i have found were broken. Does anyone know a working link to a tutorial, or that is willing to explain it? Thanks in advance.
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Manuela Ribeiro Pereira
 
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Post » Fri Dec 17, 2010 12:03 pm

I don't use CRAFT but the schematic script is on the work bench. Any new schematics would need to be added to the current work bench scripts and related messages and objects.
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Nick Pryce
 
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Post » Fri Dec 17, 2010 2:47 pm

Thanks for the reply but it's not enough help. It's confusing when you try making a customs chematic for the first time. Looking at an example helped me some, but nowhere near enough.
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Isaiah Burdeau
 
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Post » Fri Dec 17, 2010 2:31 pm

A long time ago I made a weapon in Fallout 3 and want to create a schematic for it for use with the CRAFT mod. I have run into a problem trying to do this as I cannot figure out everything I need to do. I have searched high and low for a tutorial on how to acoomplish this but the few links i have found were broken. Does anyone know a working link to a tutorial, or that is willing to explain it? Thanks in advance.

The best route to go would be to use the Stealthboy Recon Armor that's in the CRAFT DL as an example, and go from there.

bigcrazewolf
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!beef
 
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Post » Fri Dec 17, 2010 4:27 am

Using another mod as an example helped but it's not enough to be able to do this. I need the tut.
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RObert loVes MOmmy
 
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Post » Fri Dec 17, 2010 2:49 am

If we knew of a tut, we would not be holding back on you.

As with anything I do in the GECK, I look at how its already been done and try to mimic that.
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Cedric Pearson
 
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Post » Fri Dec 17, 2010 2:46 am

As do I but in some cases its a little too much to figure it all out in this manner.
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Emerald Dreams
 
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Post » Fri Dec 17, 2010 6:02 am

For example I hae looked at that and other custom schematics mods, and from that I've been able to get some of it done, but I still can't figure out certain things like how do you tell it which items you want to be the ingredients? I can see from the workbench's default script how it is done, but none of the custom schematics script's do this and none of the mods overwrite the original script. I've tried and tried again to figure this out but I haven't succeeded yet.
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Cayal
 
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Post » Fri Dec 17, 2010 5:44 am

I never made schematics. But its not too hard to follow.

1) Misc item "SchematicsRailwayRifleItem" with a script "SchematicsRailwayRifleItemSCRIPT" on it that adds a note "SchematicsRailwayRifleNote" and removes the schematic.

2) The workbench script then check which schematics 'note' the player has and displays a menu. Based on the players selection, it then checks to see if the player has the items for that menu selection. If the player has the items, it creates the item and removes the parts.

As for how those other mods do it I could not say. Perhaps they are using FOSE or making a whole new workbench and replacing all the existing benches.
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adame
 
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Post » Fri Dec 17, 2010 8:08 pm

Sometimes people just need to hear someting explained for it to make more sense and be able to figure out. I have never tried this, never done anythign with schematics or the workbench. Shouldnt be too hard to understand needing to hea rit once. Thanks, I'll look at it againw ith the info you gave and see how it goes. :)
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Darian Ennels
 
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Post » Fri Dec 17, 2010 9:05 am

I am sure we can answer any 'specific' questions you might have.
And the http://geck.gamesas.com/index.php/Category:Functions_%28GECK_1.1%29 is useful for figuring out what the different script commands do.
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BethanyRhain
 
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