Andyno Posted October 8, 2021 Share Posted October 8, 2021 I'm trying to recreate this scene: https://youtu.be/pzlQziKbkZU?t=737Actually, I don't need to disable player controls (I think). I need only the teleportation process itself.As you can see in the video, the process is pretty smooth even though the teleportation starts at Sanctuary (exterior), and ends at Institute (interior). It looks like there's no transition between the cells at all!I tried to track this teleportation feature in CK, but it's very well hidden (probably) within some quests or something like that.BTW, I plan to implement this feature into my already existing script I was solving in this thread: https://forums.nexusmods.com/index.php?/topic/9224973-help-with-creating-a-script-for-messagebox/page-2&do=findComment&comment=86333408Can someone help me with this, please? Link to comment Share on other sites More sharing options...
pepperman35 Posted October 8, 2021 Share Posted October 8, 2021 In the CK, look at quest MQ206 "The Molecular Level." Take a close look at quest stages 1000 and 1050 and the code fragments associated with these. Link to comment Share on other sites More sharing options...
Andyno Posted October 9, 2021 Author Share Posted October 9, 2021 Thanks, but I don't know how to use this knowledge. Also, there are probably things I don't need, for example this: OBJHijackerTeleportOut2DA.Play(Alias_SI_BeamEmitter.GetRef()) Link to comment Share on other sites More sharing options...
pepperman35 Posted October 9, 2021 Share Posted October 9, 2021 Well, I suppose you need to start with questing and scripting basics. Take a look at kinggath's Bethesda Mod School series and CK wiki's Papyrus section. Link to comment Share on other sites More sharing options...
Andyno Posted October 11, 2021 Author Share Posted October 11, 2021 Well, I suppose someone else stops by...Thanks for help. Link to comment Share on other sites More sharing options...
SKKmods Posted October 11, 2021 Share Posted October 11, 2021 The institute teleport is simply a spell that applies an EffectShader and a magic door run by Quest MQ206.Stage1000 PlayerREF.AddSpell(TeleportPlayerOutSpell, abVerbose=False) Utility.Wait(4.0) Alias_TeleporterMagicDoor.getRef().Activate(Game.GetPlayer(), abDefaultProcessingOnly=True) I have not used magic doors which may do some sort of preloading, you can look at the form and object: InstituteLocation > MQ206MagicDoorTeleporterRefType > MQ206InstituteMagicDoorTeleporter > ObjectRef 00171786 > InvisibleLoad01HiddenMinUseNoActivate Form 0022b60d Link to comment Share on other sites More sharing options...
Andyno Posted October 12, 2021 Author Share Posted October 12, 2021 Never heard of magic doors either, but this probably explains why the transition is so smooth.I think it's more than just a spell and a magic door. There're also all those explosion forms (TeleportInPlayerFXExplosion, TeleportIn1stFXExplosion, TeleportOut1stFXExplosion, TeleportOutFXExplosion, TeleportOutPlayerFXExplosion) that need to be used as well, even though I doubt I need all of them... And I also couldn't track them anywhere in those quest stages, thus I have no idea how they are involved... Speaking of... I'm not sure what all those lines in code mean... so, let's analyze this a little: PlayerREF.AddSpell(TeleportPlayerOutSpell - this adds a Teleport Out spell effect near the playerabVerbose=False - no idea, probably needed only for that specific questUtility.Wait(4.0) - probably means that spell effect duration is 4 seconds, so the transition between the locations will occur after 4 secondsAlias_TeleporterMagicDoor.getRef().Activate(Game.GetPlayer() - this probably references the marker where the player appears after teleportation; if I decide to use this magic door, I suppose I won't be able to use my PlayerRef.MoveTo(TZEndWishGranterMarkerRef)abDefaultProcessingOnly=True) - no idea, probably also needed only for the quest Link to comment Share on other sites More sharing options...
pepperman35 Posted October 12, 2021 Share Posted October 12, 2021 PlayerREF.AddSpell(TeleportPlayerOutSpell - this adds a Teleport Out spell effect near the player If you look in the CK under the spell category, you'll find the TeleportPlayerOutSpell. When you open the TeleportPlayerOutSpell you'll find that there are two effects applied: Teleport Out Player 1st and Teleport Out Player 3rd. You'll find these under the magic effects category as TeleportPlayerOut1stSpellEffect and TeleportPlayerOut3rdSpellEffect. If you look closely at these two effect there is a script attached: TeleportPlayerSpellEffect. Now take a look at the properties for that script and you'll find some of those visuals that you referenced (e.g., TeleportOutFXExplosion). Link to comment Share on other sites More sharing options...
pepperman35 Posted October 12, 2021 Share Posted October 12, 2021 abVerbose=False Look up AddSpell - Actor in the CK wiki you'll find the meaning of abVerbose=False. Link to comment Share on other sites More sharing options...
pepperman35 Posted October 12, 2021 Share Posted October 12, 2021 abDefaultProcessingOnly=True Look up Activate - ObjectReference in the CK wiki and you'll find the meaning of abDefaultProcessingOnly. Link to comment Share on other sites More sharing options...
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