what I need to setup a ore mine?

Post » Mon Nov 19, 2012 6:32 am

Hi I have rdropped a mineorevein in world , then I made myown version , but with the pickaxe none of them are harvesteable ....

Do I need to set some other special stuff to make an ore mine harvesteable?
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jennie xhx
 
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Post » Mon Nov 19, 2012 2:41 am

http://www.creationkit.com/Additional_Prefabs#Mining_Ore
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MISS KEEP UR
 
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Post » Sun Nov 18, 2012 7:49 pm

About that tutorial, what does the Activate Parent option do here? I'm only using Linked Ref and it works fine. The Activate Parent setting caused the ore mined by NPCs to be received by the player.
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X(S.a.R.a.H)X
 
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Post » Mon Nov 19, 2012 1:40 am

dunno it worked as it said but the problem is that the player uses a "standard" pickaxe while instead I create my custom one but it doesn't shows up ... any ideas on how to replace ?
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sexy zara
 
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Post » Mon Nov 19, 2012 5:40 am

I have setup all fine , the mine works , the player takes the pickaxe and mines but , I never get any ore , is there a reason?
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Jay Baby
 
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Post » Mon Nov 19, 2012 10:23 am

did you properly set the Ore property (miscobject) in MineOreScript?
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Marine Arrègle
 
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Post » Mon Nov 19, 2012 2:56 am

Yes to my custom ore type...
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He got the
 
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Post » Mon Nov 19, 2012 7:32 am

Hmm I never used Activate Parent in my mining experiment and it worked exactly as intended, I just used Linked Ref. I would try setting up the mining node with the ore vein and the furniture, then ONLY linking the furniture to the vein, and the vein to the furniture. I think the way Bethesda did it is just to link the furniture to the ore vein. Make sure that the mining furniture AND the ore vein both have unique editorIDs, which you will have to edit in the render window.
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R.I.p MOmmy
 
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