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cdagger

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  1. Hi Cipscis! Great job! It works perfectly! Went off without a hitch. For anyone else that wants auto doors for their player and NPCs, this is the script to use! Thanks again. :) cdagger
  2. Hi Cipscis. Thanks for the scripts and the info on how to apply and use them. While the GenericNoActivate script works perfect (doors won't activate), the TriggerAutoDoor didn't work. I tried various things to get it to work thinking perhaps I misinterperted the directions. I have 4 doors in the one cell I'm using this on. So I was able to do experiments on each door as I went in game to test. I created the trigger box just fine, made 4 seperate references of that, and put them around my 4 doors. No problem there. I put the NoActivateDoor script in each of my 4 door references, no problem there. I linked each door reference to its corresponding activator, no problem there. But when I went in game to test, and moved into the activator, nothing happened. When I clicked on open door it wouldn't open, which it is supposed to do. I thought perhaps I got the linked ref backwards, so on one of the doors I took out the link ref to the activator and ref'd the activator to the linked door. That didn't work. I also opened one of the activators, opened the tab to change the kind of activator it was, and it was set to actor zone so I changed it to trigger box. That didn't work either. I back tracked everything, ie: making sure I wrote the script word for word as you had it, and making sure all my references linked to exactly where they were supposed to go. Then double checked again just to make sure it wasn't some small mistake I had made. The only thing that I can think of at this point, is that you said "whenever an Actor that meets specific criteria enters it" I'm not really sure what you're referring to, what this criteria is supposed to be, and perhaps somehow, do I have to change something in the player and the NPC to meet that criteria? Maybe this is irrelevant, but I'm stumped. I've set the cell ownership to the player. and the NPC is set to the player faction. Again this may be totally irrelevant, but is there something else I'm supposed to be doing that you know of? Don't mean to take up your time, but I really appreciate you trying to help me with this! :thanks: cdagger
  3. Hey Cipscis. Thank you so much for taking the time to look at this. I'm really looking forward to seeing what you come up with, as I would like my NPCs to open doors and move from room to room. I wasn't aware about "SetOpenState." Also thanks for letting me know the "else statements and return commands" didn't do anything. I should be able to correct this on my own. Again thanks for taking the time to look at this and write back. I'll keep an eye on the thread. :biggrin:
  4. I have an automatic door script though it's not mine, I found it on the bethesda forums I believe it was, can't tell you right off hand who wrote it. They were sharing it with all of us. I hope they don't mind that I put it here. I also have a question for Cipscis about the script. This is an auto open close door script for doors connecting room to room not cell to cell in case anyone wants to know. scn autodooropenclose Begin OnActivate if getlocked == 1 activate else return endif End Begin GameMode if getlocked == 1 return endif if getopenstate == 3 if getdistance player < 200;adjust for situation, open door activate endif endif if getopenstate == 1 if getdistance player > 200;adjust for situation, close door activate endif endif End This works really well if you have a base or vault or home or whatever with different rooms and you don't want to have to keep opening and closing doors all of the time. All you have to do is open it once and then it's automatic from there on. My question to Cipscis is, the reason I am directing it to you is because you seem pretty knowledgable about scripts. I am working on a base mod, while the script works great for my player, I just added my first NPC, and it doesn't work for the NPC. I've got the cell completely navmeshed, and included some very basic AI packages to go from one room to the other. While I can open the doors automatically, if I get in radius, the NPC can't open it on it's own for some reason. Although it will easily walk through the door if I activate it to open. Obviously I'm missing something, perhaps some kind of command in the script so NPCs can automatically open the door or something in the AI package. Any thoughts on this? :thanks:
  5. I had a similar problem when I first tried to use the console commands. I was using a cursor add on called cursor fx, and I know from running sims 2 there was similar problems. The simple solution was to disable cursor fx, so when I was unable to access the console commands, in FO3 I immediately thought of the sims 2 problem, and disabled my cursor add on and it worked. Obviously I don't know if you're running a cursor add on since it hasn't been mentioned, but on the slim chance that you are using a cursor add on, try disabling it. Also I use a game pad for playing FO3. When I have it turned on I can't access console commands, so I have to turn it off to be able to access the console. I know it's a long shot, but on the off chance you're using a cursor add on try disabling it. Good luck, hope you find a solution.
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