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Fallout 4 mod activation
Fallout 4 mod activation






fallout 4 mod activation

Gribble mentioned (iirc, i could be wrong about some of the details) that the best way to set the triggers would be to have them work as activators which run a script that uses GetCrosshairRef to add the next activated item - if it passes muster as a trap (i'm assuming running a ref.isinlist flist line would work there) - as the ref that activates when the trigger is entered. I talked to gribble and cdt and tv about this, but my brain is refusing to process information properly, so i thought i'd make a thread so i can keep things sitting in one place i can look at later. So, i'm working on this idea for a mod that would allow the player to set up triggered traps and such, like the perennial favorite the shotgun trap on a pressure plate trigger.








Fallout 4 mod activation