Disabled Furniture till...

Post » Wed Apr 07, 2010 5:12 pm

I made a satellite home, but I don't want to add furniture so that I can find or buy furniture pieces as I travel in my game. Another words, say I go into springvale school and see a desk in a pile of rubble. How can I make it so that I take that desk (have it disabled) and have it show up in my home (enabled in my home)? I prefer to have to 'find' my furniture pieces in the game (like a treasure hunt) instead of buying them from a vender.

Thank you!
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sw1ss
 
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Post » Thu Apr 08, 2010 6:56 am

For the first part, I imagine that you might be able to achieve "finding and disabling" furniture and containers using a Perk with an Add Activate Choice, using GetIsUsedItemType to check whether its a container or furniture...

Having it show up in your home? That will be rather tricky. I imagine that you could have a marker in your home, and you use http://geck.gamesas.com/index.php/MoveTo on the activated object. Actually, if you made the marker a moveable thing, then you could move the item to where you want the next thing to show up before hand, that way minimizing clipping. Maybe. Although, you should http://geck.gamesas.com/index.php/MoveTo#Notes in the Wiki on Furnitures and Containers about their collision not updating properly; specifically furnitures. You could make a LONG script and use http://geck.gamesas.com/index.php/PlaceAtMe for each type of furniture...

Just trying to brainstorm...:shrug:
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bimsy
 
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Post » Wed Apr 07, 2010 3:50 pm

I can't think of any easy way to do that using vanilla script.

But the image of the player dragging that couch out of a vault on his back did make me laugh. :rofl:
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Monika Krzyzak
 
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Post » Wed Apr 07, 2010 7:20 pm

Thank you both for your information!

I will have to do a lot of learning it seems (for perks and quests). I will see what I can come up with.

Please, if anyone has any suggestions for my furniture treasure hunting dream, don't be shy, post away :twirl:

@ WillieSea - Not a good idea to have a counter huh? :rofl:

[Edit] I just had an idea about the portable method. I downloaded a few portable items and going to take a look at some scripts. I am starting with Antistar's Portable mattress since he says in the readme "Feel free to use and adapt the scripts in this mod however you like." So if I use or alter his script, he still gets credit :D Guess we can see what can be portable and what can't after I am done.

It would certainly solve the items being found and picked up, and solved where people can decorate how they like!
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CHangohh BOyy
 
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Post » Thu Apr 08, 2010 6:29 am

hm, on trigger with the item to be added made an activator

Disable there, activate at the other

psudocodeon use-- activate reference in house-- disable reference


That should do it, I use that with a trigger for a spawn. No need for a global, perk or quest variable to keep track of the spawning of the mob as the trigger is removed after it's activated.

Hard part might be converting the desk or sofa into the activator item, but shouldn't be too hard... damn hard drive crash took out my old tes and fallout mods I was working on or I'd be more helpful as relearning it all again as I go.
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REVLUTIN
 
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Post » Thu Apr 08, 2010 6:00 am

hm, on trigger with the item to be added made an activator

Disable there, activate at the other

psudocodeon use-- activate reference in house-- disable reference


That should do it, I use that with a trigger for a spawn. No need for a global, perk or quest variable to keep track of the spawning of the mob as the trigger is removed after it's activated.

Hard part might be converting the desk or sofa into the activator item, but shouldn't be too hard... damn hard drive crash took out my old tes and fallout mods I was working on or I'd be more helpful as relearning it all again as I go.


Oh that sounds neat, thank you very much for that info :) What is psudocode? I couldn't find it on the G.E.C.k. wiki. I did find Pseudocode on a search, was that what the word is?
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Chloe Botham
 
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Post » Wed Apr 07, 2010 11:37 pm

Pseudocode, as you probably found, is basically a way of representing an algorithm in short-hand without adhering to the syntax rules of a specific language. It is not actual code.

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Tyler F
 
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Post » Thu Apr 08, 2010 1:26 am

Or like make doubles of the furniture that are misc items, or whatever they have to be in order to be carryable(?). Then put a script on the vanilla objects that pops up a menu (use normally, take it, do nothing). Where use normally would activate it, take it would disable the original and add the misc clone to inventory and nothing, well - self explanatory :). Then you could drop it and position it anywhere? And the clone would have a script with an extra menu item "place permanently" or something. Where it would disable the clone and place a vanilla object (with your new script) at that position. But you would have to run a bunch of checks on the id to match up the vanilla to the clone, unless there's an easier way. I have to clue how you would do it on a static though (no script).
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bimsy
 
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Post » Thu Apr 08, 2010 12:29 am

Real Time Settler (RTS) lets you blueprint items and then place them anywhere. So instead of just copying the item, you would disable it and then add a "schematic" or whatever that would trigger the placing animation.

This mod is pretty involved so you might have trouble figuring out what is being done.
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Bad News Rogers
 
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Post » Wed Apr 07, 2010 6:08 pm

Ohh, I have lots of things to look into now :hubbahubba: Thank you so much everyone, now I know this is possible, and I know where to look now!

Might be a little while till I can work with this (got ME 2 for valentines day, so a little preoccupied). I really hope other modders take up this take up this idea and use it!

:hugs:
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Ross Thomas
 
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