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Everything posted by RedNinja029
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Hey guys just see about navmeshing. I didnt get it at first but this youtube video although skyrim is well explained and detailed and easy enough to understand and it is the same principle oh how to do it. https://youtu.be/5JGpfOLiLic I refreshed myself with this video a couple of days ago. But did me awesome. Hope it helps you.
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Before applying it I am trying to visualise what the script is commanding as to attempt to learn something from it. So many questions I have to improve a little knowledge of mine regarding that script; I'll copy and paste the script again just to ask for a few pointers to increase my knowledge, I'd be grateful if you can help me decipher the commands and functions of the script scn BunkerDoorScript int DoTimer float Timer Begin GameMode If DoTimer == 0 ; 1-Firstly why == as opposed to = ? 2- DoTimer is resetting the Timer to 0 If GetOpenState == 1 ;If the Door becomes Open then... Set DoTimer to 1 ;Set The Counter Timer to 1 EndIf ElseIf DoTimer == 1 ;Not sure how to use ElseIf or when it should be used ;When it becomes 1 do the following Set Timer to 8 ;Is this Set Timer To 8 the threshold/limit for the timer? Set DoTimer to 2 ;This baffles me as I can't grasp how this DoTimer is working at this point ElseIf DoTimer == 2 Set Timer to Timer - GetSecondsPassed ; Would - be counting down and + be counting up? If Timer <= 0 ; This means if the timer is equal or less than 0? SetOpenState 0 If GetOpenState == 3 ; Same as before not sure difference between = and == Set DoTimer to 0 ; Does this mean the timer has stopped running EndIf EndIf ;Not sure why there are 3 EndIfs as opposedto 1? EndIf EndThis is a hard concept to grasp but I imagine if you understand laws/rules of scripting you can do almost anything. But Reading the G.E.C.K only shows so much IMO or from what I've seen. The other 80% of information and knowledge is from nexus forums in my experience. People like yourself are assets to the Nexus/Modding community in my beliefs. I guessed you may of had some experience. Myself come from a Military background with 0 skills in basic I.T other than school. I strive to learn but it can all so easily become very overwhelming at times. I think My first Mod was removed for copyright content (Conan music in Skyrim and main menu overhaul) which was a cluster-fudge anyway. Tried making a sword once and did it then lost the files DOH! I notice differences even between new vegas and Skyrim which is a tad confusing but anyway. I really appreciate the help (not all heroes wear capes). I will run and try out the script now. As for making it cleaner using a quest script. Could you define "Cleaner", I've read a lot about save bloat and even seen my saves gain size over time. would this accelerate the rate of bloating is this what you mean by cleanliness? My brain is a sponge XD . Sorry for overloading you :smile: I'll checkout your mods after but I'm sure I've seen your name around somewhere before or maybe just because I've played forum ping pong with you over the last few days. :smile: As for the console commands, I know they are there. I try to avoid cheating where possible (unless glitched or stuck typically TCL helps me) I know GBO returns the items ID. I'll check them out but assume I would know if the script runs anyway visually. But I guess it would show me where exactly it is becoming erroneous. Either way that script is something I wouldn't even have visualised. Back in a few mins Works Awesome, Thanks :) !!! Amended the time again down to 5 seconds feel it should be sufficient but yes an awesome script. Thank you again very much. Just going through lighting now. I've decided to keep the keycard door to manual access, this would avoid dilemma of a NPC companion getting stuck in foresight of things :) As for the lights I'm going to try to setup lights as references and have them enable and disable with a delay of 1 second (the visual lever animation delay of on to off) but still hope to hear back in reference to above maybe if you can help me understand the things i mentioned and also in the scriptbox. I will try to use this newfound knowledge to make the 1 second delay light script and see if it works :) (also if possible for immersion I maybe include a few sound effects later as well as enable / disable of a dummy pad to hide the scripted one when no power as well as ceiling fans from static to animated with sound effects also if that all makes sense. just a matter of referencing each item I guess then indicating enable and disable I guess.) p.s. downloaded you radio station mod. I look forward to using that :)
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just got in had a birthday to go to today. Going to read through now, conked out last night on the pc (fell asleep at desk lol) lets see how it goes tonight. Prob edit this shortly after I have a play and read your message. 1. yes 2.yes 3.yes 4. Just aesthetic and convenience. Well all that needs to be changed is the timer needs to be added. To the normal unlocked doors within the facility, 8 seconds timers auto close anyone can activate this so no strictly the player. SV console, PRID on, SQV... never heard of these before but I'll look it up whatever they are and function as. 2 things regarding doors to work on are both timers. Lets begin and stick to one thing at a time. First, with the simple auto door, this functions on activate normally by anyone accessing it NPC included. after 8 seconds it will automatically close itself. I dug out a script mentioned at the top of this page which functions fine. However you gave me knowledge of a bug meaning the OnLoad will no always function specifically when re-entering the cell. If I was just to change OnLoad to GameMode ? would it be more appropriate, or would you suggest a cleaner/simpler script with same function? I recall removing anything with the line "Lock" in it and I dont think it functioned anymore but I may have done something else concurrently to cause that issue, hard to say. I've just been guessing, saving and testing every 10 minutes or so (My Steam Friends must hate me for spamming their screens when starting FO:new vegas XD) So yeah, from the script at the top of the page. I have had the idea of changing OnLoad to GameMode. Or would this cause some kind of bloat? I'd like it to be as clean as possible yet functional. Currently its 100% functional but if I can learn a thing or 2 from this while providing a clean a mod as possible (because I know bloating has something to do with scripting or references right?) and secondly because I'd hate for the script to fail if using OnLoad. this does make sense now yes. Begin is beginning the script with the relevant trigger (shall we say) and an if is a condition within the activation of that trigger. I can grasp that, its the format that throws me as well as the placement of terms. I like experimenting but things can become complex fast if your not sure what your doing. The G.E.C.K stuff has basic examples but its piecing that stuff together in the right format it becomes tricky. It just puts me in awe how people like yourself can just throw a script together, I guess its a skill set but a skill I'm lacking in (but learning). much appreciated for not deserting/abandoning me yet by the way :smile: I appreciate your guidance to date very much. So trying this now SCN BunkerDoorAutoScript Float Timer Begin OnOpen Set Timer To 8 End Begin GameMode If Timer == 0 SetOpenState 0 EndIf EndDidn't work assumed because the script doesnt include what time is being counted so used this http://geck.bethsoft.com/index.php?title=GetSecondsPassed SCN BunkerDoorAutoScript Float Timer Begin OnOpen Set Timer To 8 Set Timer to Timer - GetSecondsPassed ;Incorporated to indicate its seconds I want the timer, not minute,hour,years or millenia XD End Begin GameMode If Timer == 0 SetOpenState 0 EndIf EndStill nothing; going to try maybe following this tutorial mentioned above (http://geck.bethsoft.com/index.php?title=GetSecondsPassed) to put a > instead of an = maybe. But this I dont understand mathematically. > means equal or greater than and < equal or less than. So looking at this somehow made me reconsider my maths ability :O.
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@EPDGaffney your right currently there are sets of doors setup activated only via a switch, however i would like to add an auto close feature if possible but more importantly and more so entirely seperately is the rest of the door inside the complex which will just be normal doors but with a auto close feature initiated 10 seconds after opening. @Mktavish its a great idea but the setting of the bunker gives that it is derelict and abandoned upon discovery, so there wouldnt be any NPC to open doors. More so the keycard to gain initial entry would be obtained through a dead body/skeleton (but thats for later) for now its just a incomplete empty-ish cell with a set of keycarded doors in and out through the back of it leading to various places in the wasteland. Then The remainder of the doors as discussed will have an auto close (not auto open) feature scripted to them. I currently have SCN BunkerDoorAutoScript Float Timer Begin OnLoad ; if the player left the door open the last time he was in here, close it. If GetOpenState == 1 SetOpenState 0 If GetLockLevel 0 Lock EndIf EndIf End Begin OnActivate Set Timer to 8 Activate End Begin GameMode If Timer 0 Set Timer to Timer - GetSecondsPassed ElseIf GetOpenState == 1 SetOpenState 0 Set Timer to 0 If GetLockLevel 0 Lock EndIf EndIf If GetOpenState == 3 Set Timer to 0 EndIf Endwhich works fine for the inner doors. But EPDGaffney informed me of the re-entering cell bug whereby the doors could not auto close again seeing the same info on the GECK bethesda site I would like to iron out any bugs before they occur later, while possibly tidying the script. Even if this was left as is I would need to somehow implement the auto close function into the keycard/switch doors aforementioned which are separate entities mentioned previously.
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I guess I'm really over complicating things but its because I've made so many changes and often forget some of the stuff I had tried previously. Its a lot o take in (for me anyway) but the end of your last post more or less fried my brain probably doesn't help I'm already tired, I also believe I remembered trying to script some Skyrim a year or so ago and that's where akPlayerRef came from etc. The last 2 scripts you sent me just puzzled me a little. But just the recap on the current situation ensuring were on the same page; I have 3 Scripts currently Works great but making it auto close would be cool. SCN BunkerDoorSwitch1Script ;This is duplicated for each doors with a set of switches Begin OnActivate If IsActionRef Player If player.GetItemCount BunkerKeyCard == 0 MessageEx "You do not have the required Key Card!" ElseIf player.GetItemCount BunkerKeyCard >= 1 BunkerDoorA.Activate Player ;"BunkerDoorA" is the reference and is changed for each + instance of a keylocked door EndIf EndIf ;Does a second endif need to be here? I'm just curious. EndThen the referenced door matching with duplicate of the above script, detailed as follows; SCN BunkerDoorKeyCardScript Begin OnActivate Messageex "This door is activated via the Card Reader..." Return EndNow the third Script is the auto closing door that I want to be activated by anybody, these doors will be inside of the secure safehouse and will function just like normal doors but with the auto close feature. This is the original functioning script which you urged me to tidy a little due to the OnLoad, We've established it can be erroneous sometimes having looked it up it seems upon re-entering the cell if just left, the script was (I think) just copy pasted over. Works fine but if it could be made simpler by all means it would be preferable. So without further ado; SCN BunkerDoorAutoScript ;I have reverted back to the default of this script the way it is here exactly ; as mentioned further below for now ignoring all the stuff i mentioned Float Timer Begin OnLoad ; This whole block (if thats the correct term) If GetOpenState == 1 ;;;;;;;;;;;; is actually useless because SetOpenState 0 ;;;;;;;; The inner doors auto doors using this are more than 10s away If GetLockLevel 0 ;I should remove this anyway ;;;;;;; so this whole thing is useless in my opinion Lock ;I should remove this anyway EndIf EndIf End Begin OnActivate Set Timer to 10 Activate End Begin GameMode If Timer 0 Set Timer to Timer - GetSecondsPassed ElseIf GetOpenState == 1 SetOpenState 0 Set Timer to 0 If GetLockLevel 0 ; I should remove this Lock ; I should remove this EndIf EndIf If GetOpenState == 3 Set Timer to 0 EndIf EndSo if those above changes were made in what I listened to and learnt it should become this; SCN BunkerDoorAutoScript Float Timer Begin OnActivate Set Timer to 8 ; 8 seems more reasonable so I changed to this Activate End Begin GameMode If Timer 0 Set Timer to Timer - GetSecondsPassed ElseIf GetOpenState == 1 SetOpenState 0 Set Timer to 0 EndIf ;Deleted this one as it wouldnt let me save it EndIf If GetOpenState == 3 Set Timer to 0 EndIf End I'll edit this in just a second, standby testing *Ok Done - not sure how to strikethrough text either* So that doesn't work after changing it, not sure why but it just remains opened. I would implement your scripts if I was sure what exactly what i was meant to change. Was your door script for the normal auto doors? or the Keycarded door? I think I because I changed the script names earlier (they were worded inconveniently) maybe it threw you off or maybe Im just throwing myself off. Im presuming now its for the Normal doors not requiring the keycard *Scratch that I know your on about the keycard door so I have reverted the normal auto doors back to the default OnLoad script and I instead am attempting to alter the keycard door script* SCN BunkerDoorKeyCardScript int DoTimer float Timer Begin GameMode If GetOpenState == 1 Set DoTimer to 1 EndIf Begin OnActivate Messageex "This door is activated via the Card Reader..." If DoTimer == 1 Set Timer to 8 Set DoTimer to 2 ElseIf DoTimer == 2 Set Timer to Timer - GetSecondsPassed If Timer <= 0 SetOpenState 3 If GetOpenState == 3 Set DoTimer to 0 EndIf EndIf EndIf EndSo far I cant get it to save at all : Error mismatched block structure Purely because I'm not to sure where OnActivate would go precisely. Feeling hopeless but I'll keep tapping away second guessing myself. SCN BunkerDoorKeyCardScript int DoTimer float Timer Begin OnActivate Messageex "This door is activated via the Card Reader..." Return ; I know this will end the script as you said earlier but how else to stop it being accessed endIf ;put this here and it tells me I've got an error otherwise without its incorrect block structure Begin GameMode If GetOpenState == 1 Set DoTimer to 1 EndIf If DoTimer == 1 Set Timer to 10 Set DoTimer to 2 ElseIf DoTimer == 2 Set Timer to Timer - GetSecondsPassed If Timer <= 0 SetOpenState 3 If GetOpenState == 3 Set DoTimer to 0 EndIf EndIf EndIf EndBe back shortly, havent eaten today XD ill be back very shortly
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Mind blown. I understand what your saying but I'm not grasping the concept. Breaking it down the 2nd script seems cleaner After setting the timer to 8, How would I initiate it to countdown to 0 (I know not the first thing of even starting a quest script I wont lie probably just as much as you wouldn't understand quantum physics lol thats how alien it is to me) It just seems plausible if Ive got nvse plugin to the Geck maybe its possible or easier now somehow? you mentioned dotimer but couldnt see anything about it? SCN BunkerAutoDoorScript Float Timer Begin OnActivate AkPlayerRef ;Also see the function of OnOpen maybe it wouldwork better I Dont know if timer < 10 Set timer to timer + GetSecondsPassed else SetOpenState=4 Set timer to 0 endif endI do write these all in the Geck but I use Tab for indents it seems they dont copy over in this format here. I found this source here about timers and just changed the relevancy of the door being closed to 4 (start closing) not entirely sure what "Set timer ti timer + Gets Seconds Passed" does the same for if the + was a - I'm looking around reading and piecing together. Id rather keep it as simple as possible. I do presume its telling the timer to count upwards from 0 with the + Not letting me save it still. NVSE Plugin isnt giving any errors but doesnt let me close the box (keeps prompting to save no matter how many times I do) Source here https://forums.nexusmods.com/index.php?/topic/388933-help-understanding-timer-scripts/ Tried this one also (see below) SCN BunkerAutoDoorScript Float Timer Begin OnActivate Set Timer To 10 End Begin GameMode If Timer > 0 Set Timer to Timer - GetSecondsPassed Else If GetOpenState == 1 SetOpenState 0 Set Timer to 0 EndIf EndIf If GetOpenState == 3 Set Timer to 0 EndIf EndBut it doesn't work, the doors don't even open, tried all 4 doors running the script and nada, none of them work.
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Cleared my head and tried again. Came up with this SCN BunkerAutoDoorScript Float Timer OnActivate= akActionRef If openState = 1 Set Timer To 8 Set Timer to Timer - GetSecondsPassed If Timer= 0 SetOpenState=0 EndIf EndIf EndStill Nothing error at the endif line or thereabouts Doesn't Even Save the script Door activated by anyone, will close itself in 10 seconds. Seems simple but not working for me other than the script you told me to avoid using for OnLoad
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Taken me while but eventually came up with this, going to try this one out now Im really not sure how quest scripts work. Im completely alien to it and it sounds daunting. As if this wasnt enough for me XD but here's what I want to try. SCN BunkerDoorSwitch1Script Float Timer Begin OnActivate If IsActionRef Player If player.GetItemCount BunkerKeyCard == 0 MessageEx "You do not have the required Key Card!" ElseIf player.GetItemCount BunkerKeyCard >= 1 BunkerDoorA.Activate Player Set Timer to 8 If Timer= 0 If Timer - GetSecondsPassed BunkerDoorA.Activate ;Tried setting this to SetOpenState= 0 and still nothing. Not even saving the script If GetOpenState == 3 Set Timer to 0 EndIf EndIf EndI Can't save the script as its telling me "Invalid If/ EndIf on line 21" p.s. I Now realise what you mean by bad habits with the naming of scripts. I worked out the REF was an indication to a specific item reference ID's in the render window but thought the script would reference the other script. I see now but it was just a bit cloudy before.
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Hey EPDGaffney, I'm back. Had to rest and get some sleep. I actually tried something similar before going to sleep but i put the activate in the wrong place and I can see what I did there wrong now. Not sure how else id display the message without nvse but if its easier with it, then why not use it. I'll have another look at the auto door script now.
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Awesome, your awesome! Another new thing I learned today, got the message working for the door. i'm going to do one for the switch message now. Well while waiting around I've made the doors inside the safehouse automatically close after about 10 seconds. I'd like to if possible add a similar function into the main switch operated doors but fear it will not work with them perhaps? I'm assuming it would be attached to the door of course. Not sure if would still be possible SCN BunkerDoor1REF Float Timer Begin OnLoad ; if the player left the door open the last time he was in here, close it. If GetOpenState == 1 SetOpenState 0 If GetLockLevel > 0 Lock EndIf EndIf End Begin OnActivate Set Timer to 10 Return; I do remember you not to do this as it ends the rest of the script<<<<< but not sure how else to keep it functional End Begin GameMode If Timer > 0 Set Timer to Timer - GetSecondsPassed ElseIf GetOpenState == 1 SetOpenState 0 Set Timer to 0 If GetLockLevel > 0 Lock EndIf EndIf If GetOpenState == 3 Set Timer to 0 EndIf EndSo it actually works. but it closes as soon as it opens. I got the script from elsewhere but I'm not sure how to implement the closing of the door. Thinking now maybe it would be through the switch but I cannot think of how if that is the case. Maybe somehow the switch deactivates after a set period of time if the door is not already closed hmmm not sure exactly. As for the message in the switch, would it be along the lines of SCN BunkerDoorSwitch1REF Begin OnActivate If IsActionRef Player If player.GetItemCount BunkerKeyCard >= 0 MessageEx "You do not have the required Key Card!" Return ;Again not sure this is correct but not sure how else to stop the rest of the script sequence or the message displaying if I DID have the keycard else If player.GetItemCount BunkerKeyCard >= 1 BunkerDoorA.Activate Player EndIf EndIf EndNot sure how accurate the above would be either
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WORKED!!!! AMAZEBALLS For some reason it didnt save properly! +1 Awesome It functions Now If possible to add a message into the activation but return in the door script along the lines of "Door activated through cardreader"? And also Maybe one for the switch along the lines of "Keycard required" if keycard is not in inventory Maybe If the Door Appeared As locked/inaccessible through the crosshair as an added bonus but the main is achieved so far.
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Decided to work through it after a Redbull :laugh: so here I am. Created + Placed all objects this time; BunkerDoorSwitch 1 BunkerDoor1 BunkerKeycard made both switches and the door persistent references and linked them via the render window Created blank script titled BunkerDoor1REF SCN BunkerDoor1REFand BunkerDoorSwitch1REF SCN BunkerDoorSwitch1REF>>>>>*SAVED BACKED UP*<<<<< :thumbsup: :thumbsup: :thumbsup: Copied and changed a few details in your script name wise to match new criteria. Not sure if I'm meant to but changed the Reference Editor ID box (top box) when double clicking door in render to BunkerDoorA if it makes any difference at all? Anyway did the following in the door script and it saved fine and let me resume SCN BunkerDoor1REF Begin OnActivate Return EndNow I did the script for the Switches... and I'm stuck here SCN BunkerDoorSwitch1REF Begin OnActivate If IsActionRef Player If player.GetItemCount BunkerKeyCard >= 1 BunkerDoor1REF.Activate Player EndIf EndIf EndSomethings up with it and its not letting me save and resume. Tried removing 1 and both EndIf Not sure whats happening if I'm honest. Any guidance based on information given? EDIT: Changed to SCN BunkerDoorSwitch1REF Begin OnActivate If IsActionRef Player If player.GetItemCount BunkerKeyCard >= 1 BunkerDoorA.Activate Player EndIf EndIf Endand its saved. testing now Cell Loads I first activate door as per norm and it opens (it shouldn't) I then close it activate the switch with no card. Nothing happens to the door Then I Pick the keycard and try the switch to no avail. I'll try once more GOT IT WORKING> posted on next page
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Read and received 4:10am here and after trying several more things I have decided I've probably messed everything up with doing that and possibly overwriting so starting the whole mod from scratch again *facepalm*. Once I've done the basic layout I'll setup the doors, switches and keycard and save a backup before proceeding. I'll probably have to read this several times tomorrow to grasp the concept or be able to attempt it. I'll post again when I've tried it. I will try to get it working for one set of switches and door before the next. I most likely misread or misplaced what you said previously as I didn't see a lock function in the script and like I said I had it in mind somehow the AI could perhaps bypass it and just open the door naturally? I weren't sure if they would obey the script. But hey-ho fresh day tomorrow. I'll let you know how I get on.
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Fackkkk Yes I did press the red compile all I have a backup pre navmesh :S I'll have to go back. What a waste of a day. But if using FNV edit will undo what I have done then I will do that instead as it will save me hours more of navmesh and fixing things. So future reference I should never press the red save button... just the normal one right??? I'm pretty sure this is wrong as I said my experience is very little but going by what I know or want it wouldlook something like this maybe? the second script you gave me look like it could work but would I put work? Also not quite sure what DoorBunkerRef would do as I wouldn't want Door B to open while I'm only wanting Door A to open. So hoping the script would run of each door separately with its own switches like mentioned previously (see above). Updated edit: After trawling through countless threads and trying to get knowledge and change a few bits I tried this but couldn't get the script to save I'm guessing there's an error with the script? But here is what I have now. That's what I came up with piecing from what else I've seen. But like I said the script wont allow me to update or save changes to it :S its just keeps prompting me to save but not saving/updating I guess an error? Put the doors reference as DoorBunkerREF not sure if its needed but did anyway. Also I'm not sure how you pasted the script in a tidy box like you did EPDGaffney. ^^^ Any pointers or corrections appreciated. :thumbsup:
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Hey Gaffney going to try those out now. You seem alot more knowledgeable than me. To keep it short and sweet to explain made a quick sketch of the setup simplified. Uploaded to imgur here https://imgur.com/a/w81IE The three items are the door "DOORBUNKER" the switch "BUNKERDOORSWITCH" and the keycard "BunkerKeycard" I have enabled both the doorx2 and switchesx4 to be "persistent references" The switch will be the activator requiring keycard at each side of a door the room is meant to be securable. Each door would not conflict with the other so they will run seperately with their own switches. So door A and door B on unlocking with opening from the switch activator they will unlock ONLY with the keycard. but when closing via the same switch they will not only close but also lock "requiring the same keycard" only which i believe would be a setting of lock to 255 if im not mistaken. if running back from a nightkin/supermutant/deathclaw i want to be able to open the door from the switch on the outside....run through turn and close/lock the door with the inside switch. As the same when i leave i will leave through the door accessing the inner switch and then secure it after myself with the outer switch upon leaving I hope it makes more sense. Bonus points if the door is scripted to be inoperable the by manual activation so must be locked/unlocked with the switches+keycard (which is what the second script for the door looks like without trying it) Hope this helps you
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After looking at a couple of videos and reading several threads and having a jab at doing it myself a dozen times I can;t get what I need to happen, happen. I have a door called "DoorBunker" which IS set as a persistent reference. I have a switch Called "BunkerDoorSwitch" I have created a script called "LockDoorSwitch" I want the Door to close and locked (requiring key) on activation of the switch. I have a key card setup so that's done with. But there's something wrong with the script As mentioned door is set as a persistent reference. The switch itself is linked to it. ================================= scn LockDoorSwitch begin onactivate player ref myLinkset myLink to getLinkedRefmyLink.lock end===================================^ i know that is just locking the door i copied the script from a terminal thought using a linked ref would apply the same effect but it does not work at all. then i discovered this script>>>>>>>============================scn DoorCloseLockAvgOnActivate;;This script will cause a door to close and lock on activation from a reference other than the player;;================================== begin onActivate if isActionRef player == 0lock 2setOpenState 0elseactivateendif end=================================this did not work either.Where am I failing here...I right clicked and made new script, save it then pressed the red compile save button then closed and saved the plugin. Also the last script maybe erroneous in the fact i wish to use a key for it anyhow instead an average lock. I'm guessing lock 0 is a key like the console commands. As you can see I've done some research before posting here I hope someone can guide me here in a solution for a simple door close+lock activated switch which i want to be able to use multiple time not just once. Incase I caused confusion, the would be unlockable as per normal activation with a keycard. the switch wouldn't require the keycard but just initiate a lockdown of that specific door upon activation by the player him/herself. Anyone able to help me with this so I can progress and on with my mod would be greatly appreciated. It's one of the final things I need to do in the main cell. The other being auto closing door script but I've seen many scripts for that which haven't yet worked for me but I'm sure one of them will. hopefully. When I upload the mod I'll credit you in name in the description for your time, input and help.
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Close+Lock Door (req key) On switch activation
RedNinja029 replied to RedNinja029's topic in Fallout New Vegas's Discussion
Realised now I've probably posted this in the wrong section so if any moderator could help me move it or delete/close it and i'll move it to the other section would be appreciated. Thanks. -
Close+Lock Door (req key) On switch activation
RedNinja029 replied to RedNinja029's topic in Fallout New Vegas's Discussion
Incase I caused confusion, the would be unlockable as per normal activation with a keycard. the switch wouldnt require the keycard but just initiate a lockdown of that specific door upon activation by the player itself. -
After looking at a couple of videos and reading several threads and having a jab at doing it myself a dozen times I can;t get what I need to happen, happen. I have a door called "DoorBunker" which IS set as a persistent reference. I have a switch Called "BunkerDoorSwitch" I have created a script called "LockDoorSwitch" I want the Door to close and locked (requiring key) on activation of the switch. I have a key card setup so that's done with. But there's something wrong with the script As mentioned door is set as a persistent reference. The switch itself is linked to it. ================================= scn LockDoorSwitch begin onactivate player ref myLinkset myLink to getLinkedRefmyLink.lock end===================================^ i know that is just locking the door i copied the script from a terminal thought using a linked ref would apply the same effect but it does not work at all. then i discovered this script>>>>>>> scn DoorCloseLockAvgOnActivate;;This script will cause a door to close and lock on activation from a reference other than the player;;================================== begin onActivate if isActionRef player == 0lock 2setOpenState 0elseactivateendif end this did not work either.Where am I failing here... Also the last script maybe erroneous in the fact i wish to use a key for it anyhow instead an average lock. I'm guessing lock 0 is a key like the console commands. As you can see I've done some research before posting here I hope someone can guide me here in a solution for a simple door close+lock activated switch which i want to be able to use multiple time not just once. Thanks for reading
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How about a mod that adds various masks from "Purge" to the game. maybe a clean version and a version where karma doesnt alter while wearing the mask. Kind of like the mask from Oblivion back in the day. I'd be happy to see the masks alone.
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Creating an Enchantment through script
RedNinja029 replied to RedNinja029's topic in Skyrim's Skyrim LE
Okay well it's worth a try. You can probably word it better than me if you'd like to start a thread with a decent title. Going to make a new fresh plugin for the cloak method of this -
Creating an Enchantment through script
RedNinja029 replied to RedNinja029's topic in Skyrim's Skyrim LE
You say keep thing like that on the thread. Then it will unlikely be read and won't be necessary? - in regards to the imgur link. Maybe I'm just tired but I misinterpreted them parts. I guess there is nothing to lose if you can give a brief idea of what the idea is it would be nice.