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Fallout 4 (CK) Elevator Script Creation?


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Long shot but I figured why not...

 

I am new to creating mods. New to the CK. I am working on a "home" mod that I feel fits very well into the world as if it's been built up over the centuries but still retaining a bit of the vanilla feel (at least to a piece of it). I know nothing about scripting. I am trying to make a wood pallet act as an elevator. Rope and pulley sort of thing. Does anyone know how, or know where to look (i've googled elevators and some script stuff for the ck and didn't find anything to help) to make a static object (wood pallet) go up and down as if it were an "elevator"? 

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There is a few elevator-specific settings here and there, look at how its implemented in ArcJet system.

 

But you shouldn't need actual scripting, maybe re-using vanilla script at best. Look at how darren made his craftable elevator mod, I think he handled this all in the nif (at least for the moving part)

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Pretty sure that you could make it like a door but with up/down states instead of open/close. Look at doors anyway. You can then add new transform data in keyframes to make it move vertically. All that can be done in Nifskope.

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More feedback than I thought = ) Thank you guys.

 

I will check the youtuber out. I've been watching Darkfox, while aimed at Skyrim a lot of the CK steps for FO4 have been the same. Just couldn't find anything about this. 

 

I'm completely new to Nifskope as well but I'm trying to learn it. Will see what I can do = ) Wasn't aware that you could even do things like keyframes with it. It's weird and cool being the person that knows absolutely nothing and needs a tutorial lol

 

I will give the ARcjet systems and Darens stuff a look as well..

 

 

yeah.. that other youtuber... he knows a bit about how to use mods but he sucks at trying to create them = ) lol

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I think you want to look for NiTransformData as that is where all the magic is. If you want the collision to follow your object, link the collision to the NiNode that is linked to the movement.

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A random question... In the CK I have created a ton of static items so that I can make a Static Collection and place a trigger on them that links to a container so that I can store things in it. 

 

Ex: Bunch of wine and beer bottles so that I can store "drinks" there without any of them being able to be moved or taken. Instead of having 20 static objects in a group is there a way to add those objects to NifSkope, create a single mesh instead of 20 individual meshes and then reload it back into the game? I'm happy to be pointed towards more tutorials if its a lot to explain. I haven't had the chance to check out what you all have told me to so far, too much to do at the moment. I usually get to mess around with the CK and NifSkope at night. 

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You'd probably have to start with your largest object (container) then manually copy the BSTriShape from the bottles by r. clicking on it and doing Block > Copy Branch. You can then transform each bottle by r. clicking and then Transform. After that hook it up as a child under the main NiNode. After you have copied one object, you can then use Block > Duplicate Branch on the same object-type you pasted, but that will then mean you no longer have to worry about linking it as a child again, because it will do so automatically. Obviously for every new object you will have to hook up the child the first time. If you get any warnings you might have to change the name pointer under the BSTriShape or point the BSProperties correctly if they are not linked right. It should be fine though.

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I seen something about Copy Branch. Glad to know it's the correct way to go. All makes sense = ) Who knew 2 years ago when I created one of my first videos (WATER) that I'd be getting help making my own mods from the same man = ) ... and all of you other fine folks. It really means alot. Mod creation is giving everything that I'm doing a whole new life. Its pretty cool. 

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Doesn't the U.S.S. Constitution have a boat that lowers and raises like an elevator in the aft (before completing a certain quest at least...)?

I honestly can't remember, all the quests were forgettable. ::P:

 

 

I seen something about Copy Branch. Glad to know it's the correct way to go. All makes sense = ) Who knew 2 years ago when I created one of my first videos (WATER) that I'd be getting help making my own mods from the same man = ) ... and all of you other fine folks. It really means alot. Mod creation is giving everything that I'm doing a whole new life. Its pretty cool. 

No problem! Also, don't be afraid to ask anything, no matter how stupid you think it may be. I don't like bugging people, but if you don't understand something, I certainly don't mind you asking again. I haven't made a moving platform before, just merely done some small key-framing with which didn't need collision. It should work though, at least with a linked switch that plays the animation from a generic script. You may even be able to class it as a door and get it play the animations when activated of the bat. Tell us how it goes.

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I haven't played the game beyond sanctuary and running around to look at things a few times lol

 

I will = ) The more I do to this house the more that I refine and change it and want different and more difficult things to be done to it lol

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I'm actually 100% sure they have a boat that moves up and down at the aft.

 

You can see it in this picture (from the Wiki):

 

latest?cb=20150609005455

 

Most of my modding skills were acquired through imitating the game devs or other modders, as well as asking for help over here. Would have helped with NifSkope if I could, but when I've had to deal with meshes I usually just port them over to 3DS Max and back again (which is a whole ordeal in itself).

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