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Modding Saarthal door


wuschelpoo4

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Hi guys:)

 

So, I recently began a project of mine for a maze themed dungeon. One of the key features I want included is a secret passage similar to the secret door found within Saarthal. (The door you destroy with magic when wearing the amulet)

 

Problem being.. I'm a total novice when it comes to the creation kit quest system.

 

I've had a look at how the door is done in Sarthaal and the relevant data within the MG02 quest. I am unable to make any headway with making my own door function similarly.

 

I don't particularly want to have to wear the amulet to be able to destroy the door; In the current system wearing the amulet creates a special spell specifically designed to open the door.

 

I'd personally like it to be a specific spell; I'd have a scroll of that spell near by for use in case the player doesn't know it.

 

Sorry for the rambling, thought it would be best to provide all the information I think is relevant.

 

How do I go about doing something like this?

 

Thanks in advance for any help you can give.

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MG02 has a quest Alias which points is linked to the wall. A script is run on the alias (so it's run on the wall) that triggers when it's hit by a spell. If the player is wearing the amulet then it plays the animation "Open" on itself. So, if you don't need to limit it and it simply needs to open when it's hit with the spell of your choice, then try this with that same wall.

Scriptname MG02WallAliasScript extends ReferenceAlias  

MagicEffect Property EffectToUse Auto   
ObjectReference Property MG02AmuletResonanceRef Auto
Quest Property MG02 Auto

Event OnMagicEffectApply(ObjectReference AkCaster, MagicEffect AkEffect)
	If AkCaster == Game.GetPlayer()
		If akEffect == EffectToUse
			MG02AmuletResonanceRef.PlayAnimation("PlayAnim01")
			Self.GetReference().PlayAnimation("Open")
		EndIf	
	EndIf

EndEvent

Attach that to the wall and fill the properties. THe MagicEffect property should be the effect of the spell you want to use.

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  • 5 years later...

Would this also work for melee hits instead of spells? So that hitting the wall with any melee weapon would break it...

If so, what would need to be changed in the script?

 

Any help would be much appreciated thanks...

 

Edit:

 

Nevermind, figured it out by tracing what the Barricade Activator object did differently and I got this wall to behave in the same way.

Edited by TheDreamwraith
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