Bobblehead Display

Post » Sat Apr 30, 2011 4:07 am

Can anyone tell me how to get the bobble head display to wor, I've got it in my mod but the way I tried the bobbleheads are allready there
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Fri Apr 29, 2011 8:33 pm

You have to edit the existing script a lot. You have to create 'new' static bobble heads and give them a nrew reference ID names and put those new reference names in your new script.

Its not something that is easily accomplished unless you really understand what I said above.
User avatar
Scarlet Devil
 
Posts: 3410
Joined: Wed Aug 16, 2006 6:31 pm

Post » Fri Apr 29, 2011 9:56 pm

Barely but I think I have a general idea though
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sat Apr 30, 2011 9:52 am

Actually now I have no idea at all
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sat Apr 30, 2011 8:49 am

I don't know if this will help, but the basic premise is that all of the bobbleheads are already on the base, but they are initially disabled. The script needs to check if the player has one in his inventory and if so, it removes the inventory bobblehead and enables the coresponding one on the stand.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri Apr 29, 2011 8:29 pm

No, didn't really help,but I've looked at the script for the stand and I dont see where at anypoint it enables the placed ones
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Fri Apr 29, 2011 11:18 pm

OK, open the Geck and highlight 'script' under miscellaneous, then type 'bobb' into the filter. This will show you all of the bobblehead scripts except the bh01 quest script. First off, the BH01QuestScript is only used to store the variables used by the other scripts. There are three main types of bobblehead scripts:

Type 1 is for when you pick them up and you are awarded the bonus for the bobblehead. These begin 'bobblehead[stat/skill]'. One example is 'BobbleheadAGLscript' which give the player the agility bonus when the agility bobblehead is picked up.

Type 2 is used for when the player clicks on a bobblehead after it is displayed on the stand. This is used to display the motivational message and nothing more. These scripts begin with 'bobbleheadPlacedScript[stat/skill]. An example would be 'BobbleheadPlacedScriptAGL'

Type 3 is just two scripts, one used by the Megaton display stand, and another used by the Tenpenny Suite display stand. These are called: 'BobbleheadDisplayMegatonScript' and 'BobbleheadDisplayTenpennyScript' respectively. Its these scripts which enable the bobbleheads on the displays and remove the ones in the player's inventory.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Sat Apr 30, 2011 2:09 am

i've gotten it that far its just that I put the placed bobbleheads down, but they appear in game even if I didnt activate the stand, and dont know what to do after that
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Fri Apr 29, 2011 10:23 pm

If I get you correctly, you have all of you placed bobbleheads on the display, but they are visible, yes? You need to flag each one as initially disabled. Then they will be invisible. Then in your equivalent Display script you make each one enabled if the player has one in his inventory when clicking on the display. You do lnow there are tow types of bobbleheads, right? The ones you pick up around the wasteland aren't the same as the ones on the stand.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Sat Apr 30, 2011 6:10 am

yes I did know that and I had the "placed" ones on the stand, and I know very little when it comes to scripts so how do you flag as disabled
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sat Apr 30, 2011 2:05 am

Double click on each placed bobblehead in turn. There is a check box on the reference page called 'initially disabled'. Check it and voila, they are invisible until enabled via your display script.
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Sat Apr 30, 2011 4:19 am

ok then so I disable, then put in the scrpit so after each one is removed from your inventory its would not be disabled. So what do I use for making them be enabled
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Sat Apr 30, 2011 6:09 am

The script placed on the stand determines which one should get enabled.

Please note. The original script only checks if the bobble is in your inventory. If you used another bobble head display, it will 'remove' the bobble from your inventory. What that means is it will NOT display on another bobble stand. The original script was written to ONLY allow one bobble head display stand in the game.

I wrote a script that would check if you had 'found' the bobble, not 'have' the bobble. So it would work no matter how many bobble head display stands there were.
User avatar
Tinkerbells
 
Posts: 3432
Joined: Sat Jun 24, 2006 10:22 pm

Post » Sat Apr 30, 2011 9:08 am

Thanks for the help and I just noticed that the enable is already there in the script( I didnt look that carefuly in the first place), so if Igotevery thing else right, if I make the Ref ID in the script the same as the placed bobblehead it should work, right?
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Sat Apr 30, 2011 6:29 am

if I got everything else right, if I make the Ref ID in the script the same as the placed bobblehead it should work, right?

Yes, with the conditions I noted in my previous post.
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Fri Apr 29, 2011 11:50 pm

well it works now so thanks for all the help, and here's a picture if your curious ( http://s910.photobucket.com/albums/ac308/CSA163/?action=view¤t=ScreenShot0.jpg )
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am


Return to Fallout 3