Jump to content

A few modding questions


Triaxx2

Recommended Posts

So I've created one mod, Unseen Exits. I'm currently working on one more thing for it and looking to move to another.

 

What I'm working on is improving Benirus Manor. I've already added a ladder on the back to get you to the roof, and one to drop you down the chimney. What I'm intending to do is transform the secret room in the basement to a mages laboratory.

 

Already I've prepared it by stripping out the candles, the skeletons and setting it so it disables Lorgren's Skeleton when it spawns the lich, which it should have done vanilla.

 

What I want is to know how to create a secret door along the back, where the coffin with the potion and sacks are, to conceal the rabbit hole teleporter, which leads out of the city. I can drag and drop, but I haven't found a tutorial that explains the scripting to me despite several hours of looking.

 

I'd also like to convert Lorgrens Altar into an Altar like those found in Chapel's, though hopefully it can be set to work independent of fame and infamy.

 

At one end I intend a Spellcrafting station, and Alchemy table, with two containers, one for ingredients and one for potions, hopefully with a Frostcrag style Alchemy Bonus. At the other end, a forge with an Armorer bonus, and an Enchanting station. Ambitious for my second mod? Sure, but I love to try even if I blow it.

 

But one of the things I want to do is set the game to only use my new basement version once the quest is finished. I've looked, but the coding for a quest is quite a bit beyond me. Can anyone give me an idea, or point me to a useful tutorial? Thanks guys.

Link to comment
Share on other sites

Yes, like the ones in Leyawiin castle. So I know I need to connect door and trigger, but don't know how.

 

If I wanted to make lighting consisting of glowing balls rather than conventional lighting, do I simply make them with a glow map? Or set them in place and stick a light source on top of them?

Link to comment
Share on other sites

THe easiest thing I usually do is to take a hidden door object and an activator object and reuse some scripting.

 

Here's my example. I want to make the Fort's hidden wall object a hidden wall door thing. It's only used once in the game (Pale Pass, if I recall correctly). It's not got a script on it because it's usually activated by quest.

 

So here's what to do. Make a new version of the hidden wall, and give it a unique ID. Then apply this script to it: ARSecretWall(fast/slow). I'm not sure if that's the exact name of the script, but you can find it on the hidden walls in the Ayleid ruins. Next, find a lever you want to use. I'll use the candle object from Skingrad's secret passage. Apply to that the script from the Fort Ruins lever (RFxxxLever or something). That's my favorite script in the game, because it has all kinds of reuse ability in secret passages.

 

Once you have your trigger and your door, place them into the game. Set the door as a persistent reference, and then go to Enable Parent on the lever. Set the door as the enable parent of the lever (Select reference in render window, then double-click the door).

 

The secret passage should now work!

 

Lighting.,. Most objects will only work as lights if they have been built with special properties into their mesh. It's far easier to just place a light object onto them. If you want glowing balls for lighting, try the spheres from Through A Nightmare, Darkly. They're lumped into CLutter items, with a prefix of MS something. Don't worry if they don't glow in the CS, the CS doesn't seem to load glow maps.

Link to comment
Share on other sites

Well, I found a secret exit for a fort, that not only fits well in the wall, but doesn't need the switch. In fact after clicking to see if that worked, it changed the position of the switch.

 

Can't get the balls to look right, so I guess I'll go with Welkynd Crystals instead.

 

Thanks for your help.

 

Any idea how to do the altar's?

Link to comment
Share on other sites

  • Recently Browsing   0 members

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