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Grine

Player housing question

Hey guys, I wanted to know if its possible to make a player housing that is similar to hearthfire DLC where the house is built gradually.

If it is possible how do I assign the different building components.

I have tried googling this but all the tutorials are for the most simplistic sorts of player housing mods.

If someone can refer me to the appropriate tutorial I would be greatful.

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Its possible using scripts(i think there scripts idk) . idk how thou XD i always wanted to learn


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I was afraid of this... I really hope there is a way to this via worktable. I downloaded a mod before that used scripts to add followers and stuff to the house.

It was horribly laggy, it bugged a lot and sometimes things would not even happen.

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worktable = scripts (i think) XDD


 


this is all guessing. i dont know 100% but im pretty sure thats how u do it.


 


if they made it like the modable weapons on FNV it be easy i think? but scripts still.


 


cause u add silence it doesnt just ADD the silencer. theres a whole new mesh/texture with the gun having a silencer. XD  my best guess.


 


Hope you find out soon!!!


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If it was lagging and buggy from adding items as you made them it was not very well done then. All the crafting recipes have to do is enable the items being made, nothing else. If you want multiple items made at once you have one item set as the enable parent for the rest of the items in the group, when you enable that item the rest will enable at the same time.


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I think I understand your point, I am guessing from what you said the only possible way to make a house that can grow and evolve like the Hearthfire houses is to do it via script.


Hence make everything in the Assembly Kit and use an NPC or an object to make the area I made visible/accessible via script which will require certain materials or whatever.


 


Here is what I wanted to do, so first there is crappy house (& other stuff around it) and it progresses with levels, so you can replace the shack with house and a house with castle and so on and so forth. I am trying to think of a way to not have too many scripts running, also I am confused what if there are NPCs in the shack and I upgrade it to a house? Obviously the shack would no longer 'exist' but what about the NPCs inside? I probably need scripts to spawn them in the new location right?


 


Though it is too bad, the work table gave a good visual representation of what sorts of materials are needed to make the item/house instead of some guy telling you "bring me 50 glass, 10 iron ingots and etc..."


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Scripts are a necessity since there are so many things broken in the CK and require scripts to do now. The commands you need to use are pretty simple (enable or disable) so it should not be too hard.


 


If you set the upgraded house to use a new cell you would need to move the npc's. A script could be used to identify actors and move them to the new space. Another option is to have the interiors use the same cell just enable / disable what parts you are using.


 


An easy way to keep track of what you are enabling and disabling is to use an x marker as the enable parent instead one of the objects themselves, it is a bit easier to keep organized when dealing with a large number of things. I have about 40 of them to handle the change on the exterior of Captured Dreams and group them together.


 


You could still use the work bench, the recipe will just need to enable / disable the items as needed.


 


As for constantly running scripts most don't run all the time. Basically there are 3 kinds of scripts:


1- Repeating scripts that do something at a set interval. Most mods that check the surrounding area use these.


2- Events: These are set off when something specific happens (the Event), do what they need to and end.


3- functions and fragments: these are used the most, they just do something specific and end.


 


The first ones can cause lag if they either repeat quickly or the event that triggers it happens very often.


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