3mjolnir3 Posted November 8, 2021 Share Posted November 8, 2021 (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 November 8, 2021 by 3mjolnir3 Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted November 8, 2021 Share Posted November 8, 2021 You can do it very easily. I can show an example. Which condition do you want so the gates appear? Link to comment Share on other sites More sharing options...
3mjolnir3 Posted November 9, 2021 Author Share Posted November 9, 2021 I just want them to appear after mq03 please! Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted November 10, 2021 Share Posted November 10, 2021 (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 YourScriptsNameshort DoOnceBegin GameMode if (GetStageDone MQ03 100==1 ) CustomOblivionGateCellReference.enable set DoOnce to 1 StopQuest YourPseudoQuestEditorID EndifEnd Edited November 21, 2021 by Oblivionaddicted Link to comment Share on other sites More sharing options...
3mjolnir3 Posted November 20, 2021 Author Share Posted November 20, 2021 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? Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted November 20, 2021 Share Posted November 20, 2021 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. Link to comment Share on other sites More sharing options...
3mjolnir3 Posted November 21, 2021 Author Share Posted November 21, 2021 Awesome I think I get it now, thanks I will try it out! Link to comment Share on other sites More sharing options...
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