Qrsr Posted July 9, 2024 Share Posted July 9, 2024 Spoiler Im having trouble to activate the steel door without using the quest, somehow Quest:Min02 forces Ronnie Shaw to use/activate the ToogleButton which then opens the steel door. Adding an alternative button door setup will not work either. The button is linked via EnableParent to the activator door. Setting the button as "LinkedReference" does not work either.The Castle steel door eventhough is setup as a Default2StateActivator somehow does work differently. It has a Global attached to it and a Collision keyword: TwoStateWithGlobalActivator replacing it with a Default2StateActivator didnt do the trick either. Spoiler Spoiler Turns out the ToggleButtonScript did the trick by referecing the Button with the Armory Door. Then add a LinkActivate keyword to both. Done. Spoiler Link to comment Share on other sites More sharing options...
SKKmods Posted July 9, 2024 Share Posted July 9, 2024 My OpenAnything solution calls this to open it, cant remmeber which one actually fires ... If (ThisREF is Default2StateActivator) (ThisREF as Default2StateActivator).SetOpen(abOpen = true) ElseIf (ThisREF is TwoStateWithGlobalActivator) (ThisREF as TwoStateWithGlobalActivator).SetOpen(abOpen = true) EndIf 1 Link to comment Share on other sites More sharing options...
Qrsr Posted July 9, 2024 Author Share Posted July 9, 2024 Cool thanks. Any way to do it with vanilla (Default) scripts? or workarounds? Link to comment Share on other sites More sharing options...
SKKmods Posted July 10, 2024 Share Posted July 10, 2024 Look at DefaultUnlockLinkOnActivate which *may* work for you. Link to comment Share on other sites More sharing options...
Qrsr Posted July 10, 2024 Author Share Posted July 10, 2024 13 hours ago, SKKmods said: Look at DefaultUnlockLinkOnActivate which *may* work for you. I will. Thanks. YOu know what drives me crazy is the fact that forcing the game (without running th Min03 quest) to set the global to 1 will not actually make the Button01 work. I remember in vanilla (i will never do any MM quest again, lol) that once i did the quest with Ronny Shaw she actually openeded the Armory Door and once she did it player char could do it over and over again. I could bet it was and is tied to the Global but in fact it is not i suppose. Im not done with checking the Story Manager Nodes maybe its somewhere there. It was for the Artillery in fact which can be forced to use if the Nodes have been altered. Link to comment Share on other sites More sharing options...
Qrsr Posted July 10, 2024 Author Share Posted July 10, 2024 Alright turns out DefaultUnlockLinkOnActivate is using a Keyword, well i remember using it already with no success. Some more details to what will happen in the Min03 quest: Spoiler Stage510 ;BEGIN FRAGMENT Fragment_Stage_0510_Item_00 Function Fragment_Stage_0510_Item_00() ;BEGIN CODE ; Ronnie opens armory door Alias_ArmoryDoor.GetRef().SetOpen(true) ;END CODE EndFunction ;END FRAGMENT Stage515 ;BEGIN FRAGMENT Fragment_Stage_0515_Item_00 Function Fragment_Stage_0515_Item_00() ;BEGIN CODE Alias_ArmoryDoor.GetReference().SetOpen() ;END CODE EndFunction ;END FRAGMENT Alright i managed to do it finally using DefaultActivateLinkedRefOnActivate on the button by referencing the door using LinkActivate as keyword and it works like a charm even better using the ToggleButtonScript with LinkCustom1 or else keyword as well ... Thanks SKKmods for stepping in otherwise i wouldnt work on the mod today Link to comment Share on other sites More sharing options...
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