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How to change the teleport on a door?


Sasquatchewan

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I always wanted a little back story for why your character starts the game in jail, so I've begun working on a quest which I'll have to do as soon as I exit the Imperial Sewers. Basically, I've created a NPC, Endre Armand, a brother to Christoph Armand. Endre is a bit of a loan shark, and makes his money by loaning sums of money to the residents of the Imperial City waterfront at high interest, with their homes (or their lives) as collateral. Pretty much everyone in the waterfront (as well as a couple merchants in the Market District) are deeply in debt to Endre. Endre's wife is in the business of 'real estate'; if you can't pay your debts, Endre throws you out, and his wife sells the house to the next poor soul. Can't afford the house? No worries, Endre will loan you the money :)

 

So the character begins the quest in the Imperial City Prison because of a debt owed to Endre; Unable to pay, Endre and his gang ejected the character from his home, and took all his possessions. When the character foolishly threatened to go to the authorities, Endre framed him for a murder and the City Watch threw him in jail. All this back story is dealt with in quest boxes which will pop up during the escape from the sewers. The quest is sort of a mini Count of Monte Cristo story, where the character unexpectedly escapes from jail, and immediately sets out to reclaim what was his and kill Endre and his gang in the process.

 

So I've created Endre, his wife, and about six members of his gang. I've created the character's home in the waterfront and the interior of Endre's house, complete with some cool things (about $1000 cash, a key to my house, and Endre's Ledger, which is a Mercantile skill book). I also took over the seemingly pointless cave "Outlaw Endre's Hideout" (convenient name, hmm? :)) southwest of Bruma, replaced the random Bandits with Endre's gang members, and stashed the things Endre stole from my house there (chainmail cuirass and a family sword, a little weaker than Umbra). I've started working on scripting the quest now, and I've run into a problem.

 

Rather than adding a house to the Waterfront and having it sit empty forever after killing Endre and his wife, I'd like to use the shack for sale as Endre's house. It makes sense since it is next door to Christoph Armand's house. I want the door on the house to teleport to the Endre House Interior at the beginning of the game, then transform to the House for Sale door a few days after killing Endre. I also want to disable the house for sale at the Imperial Commerce Office (obviously) until after Endre has been dead for a few days. I've read through the quest tutorials at the Construction Set Wiki, but I can't find what I'm looking for.

 

I'd appreciate it if someone could point me in the right direction. If it would help I can upload the mod once all the rest of the quest is done, so you can look at how my quest is put together before offering advice.

 

Thanks very much in advance!

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  • 5 weeks later...
Bumping this up to the top, in hopes that someone can help me. The explanation I posted is pretty long-winded, to summarize: I have built a house interior which contains a character I must kill as a quest condition. Rather than adding a new house exterior to the game, I'd like to have the house for sale in the Waterfront be used as the exterior, and have the exterior door to the IC waterfront house teleport to my original interior until the character is dead, then, after three days, have it teleport to the IC house for sale interior. I;m looking for help with the scripting, thanks.
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