mounty1512 Posted May 27, 2010 Share Posted May 27, 2010 Hi, I am currently creating a town mod which requires me to transform buildings as well as build buildings and other objects upon the completion of quests. I'm not exactly sure how to explain it but if we take the blowing up of megaton for example, we start with the huge walls being visible and then after we complete the quest it is replaced with rubble. When I looked at megaton in the geck I noticed that both objects are present, and therefore realised it must be a case of hiding and unhiding objects which doesn't sound too hard once you know what to do. How would I script the mod to initially hide an object and then show it once a quest is completed?This is a vital part of my mod so any help is greatly appreciated. Thanks for all your help Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 27, 2010 Share Posted May 27, 2010 Anything you want to start out hidden should have its 'initally disabled' box ticked. To use it in a script you have to make it persistent as well, and give it a ref name. So if you have 'oldwall' that you want to go away, and 'newwall' that you want to appear, call them oldwallref and newwallref respectively, and click initially disabled on newwallref.Then to show and hide, the commands you are looked for are 'enable' and 'disable'. So scn yourquestscript Begin GameMode if yourqueststage == 10 (for example) oldwallref.disable newwallref.enable endif End Hopefully that gets you started. Link to comment Share on other sites More sharing options...
mounty1512 Posted May 27, 2010 Author Share Posted May 27, 2010 Thanks mate.I thought it would be something as simple as that.cheers Link to comment Share on other sites More sharing options...
stgsoviet Posted May 28, 2010 Share Posted May 28, 2010 If you enabling/disabling lots of objects (like it sounds like you might be) you might want to use enable parenting. http://geck.bethsoft.com/index.php/Reference#Enable_Parent Basically you link all the refs to the parent, which you then use actually enable/disable on. Link to comment Share on other sites More sharing options...
waddles77 Posted January 11, 2013 Share Posted January 11, 2013 scn NVShopSetup short doonce short button begin onactivate if (doonce ==0) showmessage QuestionSetupShop set doonce to 1 endif end begin menumode 1001 set button to getbuttonpressed if (button ==0) Safe1.enable endif if (button ==1) set doonce to 0 endif endWhen i try to run this it fails. What am i doing wrong? I parent linked about 5-6 items to the safe and when i go to my vault and activate a Console it makes no noise and does nothing. Can any1 help? Link to comment Share on other sites More sharing options...
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