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MegatonGateTrigger - how, what, where?


ClosingGap

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After releasing 1.5 of Megaton Outskirts, i'd got a bit of feedback saying that the gates weren't opening properly and went to investigate the problem and found it was true, i'd deleted the entity accidently.

 

Anyhow, the problem i'm facing is, i can't figure out how to make this square box which holds the base MegatonGateTrigger.

 

http://i7.photobucket.com/albums/y266/frazzle96/MegatonGateproblem.png

 

Would anyone know how to create this and if so, please help me! :wallbash:

 

Thanks in advance.

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entries deleted via GECK are not deleted; they're just disabled

 

solution for any situation like this

get FO3edit http://www.fallout3nexus.com/downloads/file.php?id=637

load your mod into it

wait for it to finish loading

find the entry for the gate in your .esp (should be highlighted; might not have a name)

delete it

click yes you're sure on the popup

close Fo3edit

 

 

that should work for any mod

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entries deleted via GECK are not deleted; they're just disabled

 

solution for any situation like this

get FO3edit http://www.fallout3nexus.com/downloads/file.php?id=637

load your mod into it

wait for it to finish loading

find the entry for the gate in your .esp (should be highlighted; might not have a name)

delete it

click yes you're sure on the popup

close Fo3edit

 

 

that should work for any mod

 

Nope, only thing under activators in my mod is the desk. I tried copying the MegatonGateTrigger Script from the esm and it didn't change anything.

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