FireFlickerFlak Posted November 1, 2014 Share Posted November 1, 2014 I want to make an effect that teleports the player to seemingly random locations but always the same location when used the same way. I want it to function similar to the way the mod steps did for oblivion. I was so excited about that mod but never got around to playing it... well that's another topic... anyway... So I am thinking I should place xmarkers around skyrim where I want the player to be transported to, and in my quest script in the OnInit() event I should somehow check to make sure all the xmarkers are safe. Does this sound right? If so, in the part of the code where I check a particular xmarker, any ideas for what I could do to check to see if that general area has been modified? Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 1, 2014 Share Posted November 1, 2014 You could actually just chose vanilla assets, I believe even a normal piece of grass or ground or road would workSo use them as propertys instead of randomly placing xmarkers and modifying cells :) Link to comment Share on other sites More sharing options...
VincentEttrich Posted November 1, 2014 Share Posted November 1, 2014 You could actually just chose vanilla assets, I believe even a normal piece of grass or ground or road would workSo use them as propertys instead of randomly placing xmarkers and modifying cells :smile: Hmm good idea, thanks! In that case I could check to make sure that the vanilla object still exists before teleporting. I would still have the issue of other mods placing object directly on top of the vanilla object I have saved for the player to teleport to, though I hope those will be rare and I guess I can deal with them on a case by case basis. Link to comment Share on other sites More sharing options...
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