
For this tutorial, we’re only interested in two properties: There are a number of parameters that can be set here you can mouse over them to read what they control. Click the CampPlaceableMiscItem script attached to it, and select Properties. 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.
#CREATION KIT SKYRIM SCALE OBBJECT 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.
#CREATION KIT SKYRIM SCALE OBBJECT ACTIVATOR#
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.
