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Quest activated door?


Eldaryn

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Hello,

 

Recently ive finished an O/H of the Volkihar Castle (in dupliucated cells).

I was wondering if it is possible to place a door in front of the original entrance, and have it only appear upon completion of the dawnguard questline. As this is the easiest way i could think to do an overhaul of the interior without messing up any quest markers.

Thanks =]

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You could make the vanilla door an enable parent of your new door, with your new door's enable state set to the opposite of its parent to make it initially disabled. Then attach a script to the vanilla door that fires OnCellAttach. If the quest is completed and the vanilla door is enabled, have the script disable the vanilla door, thus enabling your new door. I used this method on a house mod I made for myself that completely overhauled a vanilla building.

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Easily done. All you need do is copy the entrance door.

 

1.Create a quest with a get quest completed condition attached.

 

2. create a quest stage. (Stage 10)

 

3. Copy the main entrance door, select your copy and give it a unique name and set it to initially disabled. Also, in the teleport tab.. point it to your cell door.

 

4. At the bottom of the ramp where you land from the boat, create a defaultsetstageonplayertrig trigger box.

 

5. Open up the script tab of the trigger and point the properties to your quest and stage.

 

6. Now go to the stage tab on your quest and generate a script on the stage you created. I always use Utility.Wait(0.2)

 

Once generated click on properties of script and click "add". Create two ObjectReference properties that point to your door (MyDoor) and the original door (QuestDoor).

 

7. In the script area of your stage add the following:

 

MyDoor.Enable ()

QuestDoor.Disable()

 

Now if conditions are met the trigger will swap doors and link to your new cell.

 

I've used this method recently to make a ship appear to travel to a new location. :)

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