Jump to content

Would it be possible to set another object as an activator for a door?


CreeperDaReeper

Recommended Posts

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...