Roth9 14 Posted December 6, 2017 I want to ask how to place objects that weren't originally there. Let's say that I want to place a workbench in a place that doesn't have one. How I do that? Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted December 7, 2017 You have two options. The quick way is via scripting, to spawn the object when the PC enters the module. This is best used for testing. Typically you hijack the on-enter script for the module to have it fire your script first, before passing on the original on-enter script. You can read some info about that here - https://web.archive.org/web/20151203123041/http://www.lucasforums.com/showthread.php?mode=hybrid&t=143536 - as well as plenty on DS, such as - http://deadlystream.com/forum/topic/3894-module-npc-and-object-placement/ - if you use the search function/Google. The second option is what would be considered the "proper" way to do it for the finalised version of a mod that is to be publicly released. Namely, adding your content to the module itself via a MOD file and editing the module's GIT to add in your placeable spawn data. The downside of this approach is it only works if you haven't previously entered the module, hence why this is better left for release versions and using scripting for testing. Quote Share this post Link to post Share on other sites
Roth9 14 Posted December 11, 2017 You have two options. The quick way is via scripting, to spawn the object when the PC enters the module. This is best used for testing. Typically you hijack the on-enter script for the module to have it fire your script first, before passing on the original on-enter script. You can read some info about that here - https://web.archive.org/web/20151203123041/http://www.lucasforums.com/showthread.php?mode=hybrid&t=143536 - as well as plenty on DS, such as - http://deadlystream.com/forum/topic/3894-module-npc-and-object-placement/ - if you use the search function/Google. The second option is what would be considered the "proper" way to do it for the finalised version of a mod that is to be publicly released. Namely, adding your content to the module itself via a MOD file and editing the module's GIT to add in your placeable spawn data. The downside of this approach is it only works if you haven't previously entered the module, hence why this is better left for release versions and using scripting for testing. Thank you. Quote Share this post Link to post Share on other sites