SmithingMachine
v1.4.8
The blacksmith bellows. A pilot stand pumps them, and a second stand is the anvil. The script adds no fields of its own.
Find placed ones in the Scene panel with s:SmithingMachine. See Filter.
Where you put it
Put it on the machine entity, not on the stands. The entity needs a skeleton and two standing points. The pilot point is the one whose tag matches PilotStandingPointTag. The other point is the anvil. Vanilla machines use skeleton merchant_smithing_machine_skeleton.
What you set
SandBox\Prefabs\sp_props_merchandise.xml stores this order on sp_blacksmith_with_smithing_machine. The nord shop copies store the same values.
| Panel field | What to do with it |
|---|---|
| PilotStandingPointTag | Pilot stand tag. The machines store Pilot. |
| AmmoPickUpTag | Ammo stand tag. The machines store ammopickup. |
| WaitStandingPointTag | Wait stand tag. The machines store Wait. |
| NavMeshPrefabName | Navmesh prefab. The machines leave it empty. |
What it does
Both stands start closed to the player. The description is Bellows, and the action is Use. While the pilot stands still, the machine plays anim_merchant_smithing_machine_loop and the pilot plays the matching use clip. When the pilot leaves, the machine returns to anim_merchant_smithing_machine_idle_with_blend_in. Using the anvil point switches the machine to the anvil state.
Where it lives
Managed script. The prefab is sp_blacksmith_with_smithing_machine in SandBox\Prefabs\sp_props_merchandise.xml. NavalDLC\Prefabs\architecture_nord.xml embeds that machine twice. No scene file stores the script.
Examples
Merchandise prefab. sp_blacksmith_with_smithing_machine. Tag sp_blacksmith on the nord copies. Pilot, ammo, and wait tags as in the table. Navmesh empty.
Nord shop. architecture_nord.xml places the same entity name twice, with the same four values and skeleton merchant_smithing_machine_skeleton.