bluemarvin Posted February 3, 2015 Share Posted February 3, 2015 (edited) Hey guys, ran into another frustrating block last night. I was trying to change the entrance for the Underground Hideout mod. The ultimate goal is to create a new "floor" in the Lucky 38 that leads to a simple room with a hatch, that when clicked takes you to the Underground Hideout. I was able to create the room, add the elevator floor, all that good stuff, no problem. I first tried to move the entrance by placing a new hatch in my new Lucky38 sub-basement room, then linking via "teleport" to the entrance hatch in the bunker (after removing the existing teleport link, of course). That would work all day even on Sunday in Creation Kit, but alas, it didn't work in the GECK. These various things happened: 1) In some cases, the new hatch would just toggle the text between "open" and "close" but no teleport, no sounds, no action. 2) In other cases whereby I replaced the entrace hatch/ladder INSIDE the bunker as well as in the world, I would teleport to.... who knows. Some dark space, like a black empty cell. Even though clicking the "show door" links in the GECK properly teleported me back and forth. I could see the ladder behind me, and nothing else. 3) In no cases would the hatch open/close sounds play. Frustrated, I tried to instead use a hatch base object with an attached script. The thought was that this way I could leave the Underground Bunker mod completely untouched, then have someone click a hatch in the sub-basement room that simply calls a script that remotely activates the door placed by the Hideout mod, thus transporting the player to inside the bunker. This also failed, and I don't know why. Clicking the hatch (the REF of the base object with the script) just toggled the "open" and "close" text, no sounds, no action. Script was something like this: SCN ScriptThatWontWork Begin OnActivate Player EHEntranceREF.Activate Player End The EHEntranceREF is a persistent reference that's created by the Underground Hideout mod, placed in the wasteland at an outdoor location. I must have done something wrong, clearly. Am I messing up the script maybe? Thanks for any thoughts on any of this. Edited February 3, 2015 by bluemarvin Link to comment Share on other sites More sharing options...
bluemarvin Posted February 3, 2015 Author Share Posted February 3, 2015 Also for clarification, in the cases where I was teleported to some dark location... I made sure all teleport markers were in the right place, so that's not the issue. If I walked forward, I would take a few steps then fall, and be placed back at the start of the dark room by the ladder. So, so weird. Link to comment Share on other sites More sharing options...
Jokerine Posted February 3, 2015 Share Posted February 3, 2015 I have some scripts in my current mod that activate objects through scripts and dialogue. In my case it's containers, but I have some door scripts too that sort of kick the player out when selected. This is the script I'm using for one of the activators (a pipe that works as a chute - when activatted, the box container opens). scn ChuteScript Begin OnActivate If IsActionRef Player ChuteBoxREF.Activate Player 1 EndIf End And the line of code I use to open a door through dialogue and kick the player out is this. doorREF.Activate Player 1 Hope those give you some ideas to work on. Good luck! :) Link to comment Share on other sites More sharing options...
bluemarvin Posted February 3, 2015 Author Share Posted February 3, 2015 Hmmm, I tried last night adding the "1" option, and that didn't help much. You have a check to make sure it's the player I see that's different than how I did it, but I think that won't be the issue here. I wonder if there's a problem with how I linked the script? All I did was take a manhole cover / door base object and then attach that script I wrote to it. Then I created a reference to the manhole cover in the game. When the player clicks the door/manhole cover, shouldn't that cause the script for the references base object to activate, or am I missing something with GECK vs. Creation Kit? Link to comment Share on other sites More sharing options...
bluemarvin Posted February 4, 2015 Author Share Posted February 4, 2015 Update on this... I tried changing my script to activate a door that was in the same general area as the activator, and it worked fine. So the issue much be that the door is in another place on the map. Anyone know if it's possible to click an activator in say Goodsprings that cause someone to say open a door in Primm? Link to comment Share on other sites More sharing options...
bluemarvin Posted February 4, 2015 Author Share Posted February 4, 2015 The fun continues. :( OK, so now I used the Linked reference field in my activator in Primm, and linked to the door/hatch that I want opened when someone clicks the activator. Here's the code: SCN ThisBlows Begin OnActivate Player ref BunkerHatch set BunkerHatch to MyActivatorREF.GetLinkedRef BunkerHatch.Activate Player 1 End This script is attached to the base option for MyActivatorREF. Clicking the dang activator does nothing. Yet if I changed the activate line to activate a door ref in the same Primm cell as the activator, it works. Any ideas VERY welcome. Link to comment Share on other sites More sharing options...
Jokerine Posted February 4, 2015 Share Posted February 4, 2015 That's odd. So, is this mod like a patch that requires another mod, or are you editing the underground bunker esp directly? If it's the latter maybe you could send me your esp so I could take a look at it and see. Link to comment Share on other sites More sharing options...
bluemarvin Posted February 4, 2015 Author Share Posted February 4, 2015 At the moment, all I'm trying to do is figure out a way to activate the Underground Bunker's entrance hatch from a remote location. My latest character happen to be in Primm, so I'm just trying to add an activator in Primm that, when clicked, activates the default entrance hatch to the Underground Bunker mod. So I'm not really changing anything about the UB mod at all, just trying to activate (from afar) a door that is placed by that mod. When loading it all up in the GECK, all I did was load the main FalloutNV master, the main Underground Bunker plugin, and then my own mod which is set as the active file. I then placed an activator in Primm outside in the street (it's a large water valve), and linked it to the UB hatch reference. Then placed the above script on the activator. Figured that should work, but when I click the valve, no luck. Now since the activator is just outside Vickie and Vance, if I change the reference I'm activating to the front door of V&V, then if I click the activator I placed in the street, I'm properly teleported inside V&V, just as if I had clicked the front door. I don't even have to use a linked reference for that to work, just the name of the reference. But when I get the Linked REF to the UB hatch as above and activate THAT instead... nothing happens. If I hard code the reference name and activate that, it doesn't work either. I'd b happy to send you the file as I would GREATLY appreciate any help, what's the best way for me to do this? Maybe I can send an attachment via a private message? This task would take me 10 mins in the Creation Kit and I've wasted two nights on it so far in the GECK, so yeah, I'm dying for the solution here. lol Link to comment Share on other sites More sharing options...
bluemarvin Posted February 4, 2015 Author Share Posted February 4, 2015 (edited) Apologies is this is a bad way to do this but.... https://dl.dropboxusercontent.com/u/87943134/AnotherRun.esp Are you able to get that file from that link? Obviously as it links to a REF from the Underground Bunker mod, you'll need that mod too to fully test it. But maybe that won't matter. Edited February 4, 2015 by bluemarvin Link to comment Share on other sites More sharing options...
bluemarvin Posted February 4, 2015 Author Share Posted February 4, 2015 Ugh, I said "Underground Bunker" but I meant "Underground Hideout" by DanTheGeek. Best mod ever. Also, I see now you had said "if the latter" so... sorry, guess sending the file won't help. Link to comment Share on other sites More sharing options...
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