CreeperDaReeper Posted July 24, 2010 Share Posted July 24, 2010 What I want to know is, can I set one of the symbols from this mod: http://tesnexus.com/downloads/file.php?id=10112, as the thing you would click on to use a door like the Peryite door. To use the Peryite door you have to click on part of the frame, I want to set one of these oblivion symbols in the center of the door and be able to click on it to use the door rather than click on the door's frame. Is there a way to do this? Link to comment Share on other sites More sharing options...
lozor Posted July 24, 2010 Share Posted July 24, 2010 mabye if you add a copy of them as "doors" , or maybe with scriptingor maybe put a small door under them, not quite as elegant, but it'll do the job Link to comment Share on other sites More sharing options...
CreeperDaReeper Posted July 24, 2010 Author Share Posted July 24, 2010 Does anyone else have any other ideas? Link to comment Share on other sites More sharing options...
LFact Posted July 24, 2010 Share Posted July 24, 2010 You can set any static as activator/door. I even made a large barrel(static for wine cellar) a portal of my portable house. Just add new entry to activator or door, then set object mesh to anything you chose. **If the mesh is not static, you can make it static using NifSkope. Link to comment Share on other sites More sharing options...
CreeperDaReeper Posted July 24, 2010 Author Share Posted July 24, 2010 Hmmm, thanks for the tip, but I still don't know how to link an activator to a teleport door. Link to comment Share on other sites More sharing options...
Dyshein Posted July 25, 2010 Share Posted July 25, 2010 You can't link it, you'll have to simulate linking it to a door by placing an Xmarker where you want the door marker to be and using player.moveto doormarkerref in the door/activator's script. Of course, you won't have sound, but you can look up the list of sounds and use the play function so you aren't just teleporting silently. Then just do the same thing with the door, use an OnActivate block which will stop the door from teleporting normally and then just use the player.moveto xmarkerref to move the player back to the activator. Of course this involves learning scripting, but there are plenty of good resources for that. Link to comment Share on other sites More sharing options...
CreeperDaReeper Posted July 26, 2010 Author Share Posted July 26, 2010 Hmm,thanks, I think. Or mabye I could ask you to do it, and just have you leave out the part about clicking on the door puts you at the activator. Think you could take a wack at it for me? Link to comment Share on other sites More sharing options...
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