W00Z Posted September 1, 2013 Share Posted September 1, 2013 Hi guys.I'm making a mod in which I need to have two activators with identical meshes at the exact same place. Is there any way to set it up so that one of them can't be interacted with? "SetScale" doesn't have any effect on this. (The meshes don't overlap, but the activator that is supposed to be hidden is still being accidentally clicked on way too often.)"Disable" is not an option (both of the activators need to physically be there for reasons I won't go into). Conditions:they both have to be activatorsthey both have to share the same meshthey both have to be enabled (If any of these weren't true, it would be easily solvable.) So I guess I'm asking: is there any way to disable or resize the "box" that controls the area from which the activator can be interacted with? (As I've said, setScale doesn't seem to have any effects on this.) Thanks in advance, I'm counting on you! :wallbash: Link to comment Share on other sites More sharing options...
jazzisparis Posted September 1, 2013 Share Posted September 1, 2013 Conditions:they both have to be activatorsthey both have to share the same meshthey both have to be enabled ActivatorREF.SetDestroyed 1 will make an activator non-interactable. This can later be reversed with ActivatorREF.SetDestroyed 0. Link to comment Share on other sites More sharing options...
W00Z Posted September 1, 2013 Author Share Posted September 1, 2013 JIP, I love you. I've already learned so much from your scripts and now you come again to my rescue. Thanks! Link to comment Share on other sites More sharing options...
W00Z Posted September 1, 2013 Author Share Posted September 1, 2013 Hmm. I've tried this and it's much better. Just a minor issue though - the activator (the one that can be interacted with) can now only be activated by clicking on certain parts of it, other parts are obstructed by the destroyed one (and thus only show the default crosshair). I may have to live with it, but in case you've got more tricks up your sleeve... Link to comment Share on other sites More sharing options...
rickerhk Posted September 2, 2013 Share Posted September 2, 2013 Scripts still run on disabled objects, if that's your concern. Link to comment Share on other sites More sharing options...
W00Z Posted September 2, 2013 Author Share Posted September 2, 2013 Yup, I know. But this is not the case, I need the activator in question to play a radio station.I guess I'll have to move it slightly so it's out of the way. Which is exactly what I wanted to avoid. Oh well. Link to comment Share on other sites More sharing options...
jazzisparis Posted September 2, 2013 Share Posted September 2, 2013 How about using SetPos to move the activator to an unseen place ("inside" a piece of furniture, under the floor, behind a wall, etc.). You can hide it very close to where it's placed by default. This way, the player would still be within radius and able to hear it. Link to comment Share on other sites More sharing options...
W00Z Posted September 2, 2013 Author Share Posted September 2, 2013 Yup, that'll have to do. Thanks. Link to comment Share on other sites More sharing options...
W00Z Posted September 2, 2013 Author Share Posted September 2, 2013 Guys? A weird thing is happening. No matter what I do with the activator, the "activation box" still stays in the place where it was put by placeAtMe. The mesh moves, everything else stays. SetPos, MoveTo - nothing works, not even the trick mentioned at the MoveTo page at geck wiki. What do I do?By the way, I think I could avoid this entire problem by using NVSE Extender (I constantly find myself needing the functions it adds anyway). Any thoughts on that? EDIT: I think I'll place a marker at the place where I actually want the activator, then target it later using reference walking. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 3, 2013 Share Posted September 3, 2013 It happens when the mesh havok is set as OL_STATIC. You need to set it to OL_ANIM_STATIC or OL_CLUTTER in order for it to move with the mesh. To change those settings you'll need to open the mesh in Nifskope, look for the bhkCollisionObject node, and then under that the bhkRigidBody node. Link to comment Share on other sites More sharing options...
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