Darkxenoth Posted September 2, 2014 Share Posted September 2, 2014 Skip the OnClose event and just put your OnClose stuff into ConverterSkullScript after the activate function. Since you've got a utility.wait(1.0) call it will execute when you close the chest and return to the game.I was kind of leaning towards changing it so that, instead of activating the chest when you activate/equip the skull, that it would teleport the player to the cell the chest is in so you can use the chest there (since I know that actually going to the cell and using the chest functions properly) and then reactivate the skull to get sent back to where you were before. I just have to figure out how to manage it... Link to comment Share on other sites More sharing options...
Darkxenoth Posted September 2, 2014 Share Posted September 2, 2014 Skip the OnClose event and just put your OnClose stuff into ConverterSkullScript after the activate function. Since you've got a utility.wait(1.0) call it will execute when you close the chest and return to the game.I was kind of leaning towards changing it so that, instead of activating the chest when you activate/equip the skull, that it would teleport the player to the cell the chest is in so you can use the chest there (since I know that actually going to the cell and using the chest functions properly) and then reactivate the skull to get sent back to where you were before. I just have to figure out how to manage it... Reason being that I already tried changing it as you mentioned, and tried changing it by making an OnActivate() event in the chest's script that would change the state to activate the other events in the script... but nothing seemed to be working properly so. Link to comment Share on other sites More sharing options...
Darkxenoth Posted September 2, 2014 Share Posted September 2, 2014 Okay... I created a script that, as far as I can tell, should work as an effective teleportation method. It worked to teleport me to the convLoc, but it won't send me back to pcStartLoc. The script is as follows: ScriptName ConverterSkullScript extends ObjectReference ObjectReference Property pcStartLoc Auto ObjectReference Property convLoc Auto ObjectReference Property currLoc Auto Event OnEquipped(Actor akActor) currLoc.MoveTo(Game.GetPlayer()) If (currLoc != convLoc) pcStartLoc.MoveTo(Game.GetPlayer()) Utility.Wait(0.5) Game.FadeOutGame(False, True, 2.0, 1.0) Game.GetPlayer().MoveTo(convLoc) Game.EnableFastTravel() Game.FastTravel(convLoc) EndIf If (currLoc == convLoc) Utility.Wait(0.5) Game.FadeOutGame(False, True, 2.0, 1.0) Game.GetPlayer().MoveTo(pcStartLoc) Game.EnableFastTravel() Game.FastTravel(pcStartLoc) EndIf EndEvent Link to comment Share on other sites More sharing options...
Hellscreamy Posted September 3, 2014 Share Posted September 3, 2014 (edited) I've a quick question I couldn't find an answer to: Where can I set a certain dialogue as shared and allow it to be used by other quests, or even the same quest but in different topics with different player lines. Edited September 3, 2014 by Hellscreamy Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 3, 2014 Author Share Posted September 3, 2014 I've a quick question I couldn't find an answer to: Where can I set a certain dialogue as shared and allow it to be used by other quests, or even the same quest but in different topics with different player lines.Perhaps the Shared Info? Though usually, when choosing a topic to link in another quest, you can just uncheck the box for this quest only as the topic filter (when adding a new topic to link to), Link to comment Share on other sites More sharing options...
Atchodas Posted September 4, 2014 Share Posted September 4, 2014 Any1 know any existing armor mods that would add fur/pelt armors for immersive coldweather survival ? especialy looking for mod that adds hooded fur armor/robes or something like that maybe fur armor retexturing mods that would change pathetic looking helmet Link to comment Share on other sites More sharing options...
ltknight88 Posted September 4, 2014 Share Posted September 4, 2014 I what to change the name of a Doomstone on the map. Where do I do that? I changed the Doomstone Tower Perk/Power. Everything is working now, EXCEPT that on the Skyrim map, the Tower stone still has the old name. Thanks!! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 5, 2014 Share Posted September 5, 2014 Any1 know any existing armor mods that would add fur/pelt armors for immersive coldweather survival ? especialy looking for mod that adds hooded fur armor/robes or something like that maybe fur armor retexturing mods that would change pathetic looking helmet For a one stop solution check out Immersive Armors. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 5, 2014 Share Posted September 5, 2014 I what to change the name of a Doomstone on the map. Where do I do that? I changed the Doomstone Tower Perk/Power. Everything is working now, EXCEPT that on the Skyrim map, the Tower stone still has the old name. Thanks!!Find the Map Marker for the Doomstone in question and change the name field. Link to comment Share on other sites More sharing options...
ltknight88 Posted September 5, 2014 Share Posted September 5, 2014 Hi IsharaMeradin. Thanks. I'm still having trouble finding the Map Markers. Is it in the object window? Link to comment Share on other sites More sharing options...
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