Povuholo Posted October 25, 2005 Author Share Posted October 25, 2005 umm... no I'm a total newbie when it comes to scripting. :D So how do you do that? Link to comment Share on other sites More sharing options...
Kevin Woodman Posted October 26, 2005 Share Posted October 26, 2005 you could place an activator near the entrance...short doonce if ( doonce == 1 ) return endif if ( doonce == 0 ) if ( getdistance player <= 512 ) startscript "nolev.ssc" set doonce to 1 endif endif this is how the character generation tutorial scripts display messages at the start of the game. OR this could be used on the entrance door, the door leaving the exise office in seyda neen uses a similar code to make sure all the controls and menus are activated.if ( OnActivate == 1 ) startscript "nolev.ssc" endif activate either way should work, theres probably other ways but that's all i can think of at the moment.Sorry to confuse you, i didn't think it through enough to catch the conflict with the tribunalMain script, thanks for pointing that out you marxist male without a father! :D Link to comment Share on other sites More sharing options...
Wookiee Posted October 27, 2005 Share Posted October 27, 2005 modify the existing levitation restriction script (its one of the startup scripts with tribunal) to thisif ( GetPCCell "Sotha Sil," == 1 ) DisableLevitationelseif ( GetPCCell "Mournhold" == 1 ) DisableLevitationelseif ( GetPCCell "YOUR CAVE CELL" == 1 ) DisableLevitationelse EnableLevitationendifthere ya go this way you get no conflictions but do you see how its nested in with the rest of em? thats what you need to do i would wright it for you but i dont currently have morrowind installed so cant do it all for ya but that should give you the gist of it the stuff in BOLD is the thing you should look into inserting :) have fun good luck Link to comment Share on other sites More sharing options...
Povuholo Posted October 27, 2005 Author Share Posted October 27, 2005 Thanks kevin! The activator thing works. I hid an oar with my new script in the ground :) wookie, didn't MB say it would conflict with other mods if they modified that script for their own mods too? So i don't think that would be smart to do. Anyway, it's working now with the activator idea, thanks kev! Link to comment Share on other sites More sharing options...
Wookiee Posted October 30, 2005 Share Posted October 30, 2005 yeah that is true mod confliction does suck and ordinaraly i dont like changing scripts that already exist. appologies :) Link to comment Share on other sites More sharing options...
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