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Lift / Elevator


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@EG0RKAP0MID0RKAYes, but I have not made one in 19 years, since 2005. Also look at Elevators for Oblivion and Morrowind. The one I made is for Morrowind in my Caldera Ancient Mine and I did follow a tutorial for it. The Principe is the same and the script language in Morrowind is similar to the one we use in FNV, F3 and Oblivion. The big difference is that instead of . Morrowind use -> otherwise the difference is minor.

The elevator in the Tenpennies Tower is animated in this TTW mod. You might be able to open it in GECK

F4 uses Papyrus and that is completely different to the Script language in F3, FNV, Oblivion and Morrowind. Skyrim also use Papyrus, which is a pain in the rear honestly.

To get the elevation to work smoothly, we do not move the elevator or the character, as we move the entire cell instead.  😄   Damn, look at the elevator in F3, as there is one when you install the antenna for ThreeDog, that one is animated. You only need to copy that script and make changes to the z coordinates and references.

Edited by Pellape
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3 hours ago, Pellape said:

@EG0RKAP0MID0RKAYes, but I have not made one in 19 years, since 2005. Also look at Elevators for Oblivion and Morrowind. The one I made is for Morrowind in my Caldera Ancient Mine and I did follow a tutorial for it. The Principe is the same and the script language in Morrowind is similar to the one we use in FNV, F3 and Oblivion. The big difference is that instead of . Morrowind use -> otherwise the difference is minor.

The elevator in the Tenpennies Tower is animated in this TTW mod. You might be able to open it in GECK

F4 uses Papyrus and that is completely different to the Script language in F3, FNV, Oblivion and Morrowind. Skyrim also use Papyrus, which is a pain in the rear honestly.

To get the elevation to work smoothly, we do not move the elevator or the character, as we move the entire cell instead.  😄   Damn, look at the elevator in F3, as there is one when you install the antenna for ThreeDog, that one is animated. You only need to copy that script and make changes to the z coordinates and references.

Kudos! Completely forgot about one in F3. Will have a try.

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Fallout 3 hid plenty of unique animation in optional quests. The elevator in Washington Memorial is related to the optional quest to fix GN radio notworking well. The mechanical animation in Canterbury Common's Repair Center is related to Superhuman Gambit, an optional quest that only happen if you visit CC.

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@iaclaytonI did miss that one when I did the Superhuman Gambit. I should go there and have a peek as well.

@EG0RKAP0MID0RKAYes do that. Good luck.  🙂  I will peek at it for sure if you get any issues with it, so keep us updated of your progress with it, but do remember, it is 19 years ago I made one but if you have learned to drive a bicycle, you sure know how to do it 30 years later.  😄

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On 10/31/2024 at 5:54 PM, laclongquan said:

Fallout 3 hid plenty of unique animation in optional quests. The elevator in Washington Memorial is related to the optional quest to fix GN radio notworking well. The mechanical animation in Canterbury Common's Repair Center is related to Superhuman Gambit, an optional quest that only happen if you visit CC.

mechanical animation? what do you mean?

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If you use the door uphigh to get to where the Mechanist stay, you must use the coffee brewer to open the mechanical door to where he is. That mechanical door gear contain animation that is very cool to watch~

Unfortunately it's hidden behind a corrugated rusty wall, AND if you enter normally you dont see it from that side.

Which is why wikia fandom page dont even have screenshot of that, and the one they took, they stand at that exact position of the door.

 

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