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Posted (edited)

I'm trying to make some custom oblivion gates only appear until later on in the main quest, but I dont know what script would do this. I dont know how to make a script and I know there must be one already in the game for the other oblivion gates that does this. Does anyone know how I would go about making an object only appear when a quest starts?

Edited by 3mjolnir3
Posted (edited)

As a golden rule if you want to create new objects always start your editor ID's with a letter otherwise your game will crash more oftenly.

For the stability as well make sure your editor ID's are unique, a mix of your nickname, a short description of the object and the mod's acronym wil make an excellent combination.

 

Drag and drop your gates to the location of your choice, give them a unique cell reference, tick the persisitent reference and initially disabled boxes.

 

You need to create a quest script looking like this:

 

ScriptName YourScriptsName

short DoOnce

Begin GameMode

if (GetStageDone MQ03 100==1 )
CustomOblivionGateCellReference.enable
set DoOnce to 1
StopQuest YourPseudoQuestEditorID
Endif
End

Edited by Oblivionaddicted
  • 2 weeks later...
Posted

Thanks I will try that right away!

With the "customobliviongatecellreference.enable" line, does that apply globally to all custom gates or do I have to specify each gate in the script?

Posted

Thanks I will try that right away!

With the "customobliviongatecellreference.enable" line, does that apply globally to all custom gates or do I have to specify each gate in the script?

You need to specify each cell reference, of course.

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