Jump to content

[LE] Creation kit Deleting Activators/Trigger Boxes


Recommended Posts

I was trying to reverse engineer the Icewater Jetty from Dawnguard. I figured it out and got it working until i went to set it up with the Island I decided I wanted to put my house on. I put the island in a seperate worldspace, and have one boat in Tamriel (on Lake Illinalta) and one on the island (in its seperate worldspace). Every time I go to link up the two activators (which is crucial) the Creation Kit deletes the activator on the boat in Tamriel, but leaves the one on the island alone. I'm getting to the point on giving up because this is so frustrating. :wallbash: :wacko:

Link to comment
Share on other sites

Activator with Script that use "MoveTo()" player?

 

1. Create XMarker ( Door Target location )

2. Create Activator ( looking like door )

3. Give this activator script with "MoveTo()" Function :x...

 

Event OnActivate( ObjectReference QRef )

QRef.MoveTo( XMarker )

EndEvent

 

 

at least you dont have to fu** with Vanilla doors :D

 

//Edit:

they are still sometimes there but invisible...

for me CK don't show Collision Boxes sometimes but they are still here

 

Try to start game and use your door :P maybe it will work but you just can't see markers

 

even M can't help with that BUG...

Edited by TobiaszPL
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...