Go back to the Misc Item category in the Object Window once again, and double-click the inventory item you created. We’ve created our 4 required objects, and now we will tie them together and set some parameters using the scripts attached to them. Name the reference AA_PlaceableChestContainerRef. If you fail to do this, the storage will not be safe, and the player will lose their items!ĭrag and drop this new container into the _Camp_ModPlaceableObjectCell. IMPORTANT! Open the new container and uncheck the “Respawns” flag. Rename the copy as AA_PlaceableChestContainer. In the Object Window, navigate to Containers and duplicate BarrelEmpty01. We need to create a new container reference that will act as the “real” container that all placed containers of this type will point to. When you’re finished, your chest should look something like what’s shown below. Lastly, attach the CampPlaceableContainer script to the form.Click OK to add this keyword to the chest. Right-click the Keywords box, select Add, and select isCampfireCrimeToPlaceInTowns. For fun, we want our chest to be illegal to place in towns, cities, inns, and so on.
#SKYRIM CREATION KIT MULTIPLE MASTERS ARCHIVE#
Decompressing the Skyrim – Meshes.bsa archive is beyond the scope of this tutorial. (This is a base game Skyrim mesh located in meshes/clutter/upperclass. Assign the upperchest01.nif mesh to the Activator.Set the Activate Text Override to “Open”, which is more appropriate for a container.Now that we have our chest, we need to set a few things. Create a new Activator object and set the ID to AA_PlaceableChest. Now we will create the object that will actually be placed into the world. The _Camp_Indicator_DefaultForModdersCOPYME form comes with a default 3D mesh (a generic large sack) and the correct script attached for Campfire placement indicators, CampPlacementIndicator.