boomnuke35 Posted October 30, 2010 Share Posted October 30, 2010 (edited) how do u make like the inside of a building change like after u leave and do a quest tht should like improve the building so wen u come bak it should look different so like how would u do that in the geck next I need help making a quest involving a companion but I've never been able to get tht to work, I've been able to make companions before but the companion never stays where he's supposed to be and the quest never works. If anybody could help me it would be greatly appreciated=). * would any one with modeling or texturing skills or even good scripting skills be willing to help make this mod. Edited January 9, 2011 by boomnuke35 Link to comment Share on other sites More sharing options...
Platplay Posted October 30, 2010 Share Posted October 30, 2010 I don't have the answer as i havn't looked at it. But maybe take a close look at the lucky38 player suite and how it works when you buy upgrades from the terminal. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 30, 2010 Share Posted October 30, 2010 it's through a scriptas far as i know, you basically change where the door is leading, so there is one cell before the quest was done, but after the quest, it leads to another cellthat is as far as i know or maybe there is a way to modify the cell when the quest is done Link to comment Share on other sites More sharing options...
boomnuke35 Posted October 30, 2010 Author Share Posted October 30, 2010 Hm thanks for the ideas I'll try to mess around with geck later see if I can make something work Link to comment Share on other sites More sharing options...
Platplay Posted October 30, 2010 Share Posted October 30, 2010 Its not done by switching sells. its done by enabling hidden objects. objects disabled on s5tart, but enabled on condition met. Their all already in the cell. you jsut cant see them till the script lets you. Link to comment Share on other sites More sharing options...
boomnuke35 Posted October 30, 2010 Author Share Posted October 30, 2010 Ok but might u be able to explain how to do tht but like in greater detail. Thnk u Link to comment Share on other sites More sharing options...
Platplay Posted October 30, 2010 Share Posted October 30, 2010 Lol id have to actualy review the scripts, i'll take a look later when i have a little more time. Link to comment Share on other sites More sharing options...
boomnuke35 Posted October 30, 2010 Author Share Posted October 30, 2010 Ha ok thnks for the help Link to comment Share on other sites More sharing options...
WastelandAssassin Posted October 30, 2010 Share Posted October 30, 2010 Its not done by switching sells. its done by enabling hidden objects. objects disabled on s5tart, but enabled on condition met. Their all already in the cell. you jsut cant see them till the script lets you. oh ok thanksi've never actually done this, so i really had no ideai just said what i thought would be right, since i do know a little about scripting and such well, i'll be sure to remember that, if i'll ever get to work on my little project sorry for writing something that was wrong (though i'm sure it can be done, though it's probably really not useful) Link to comment Share on other sites More sharing options...
Khet Posted October 30, 2010 Share Posted October 30, 2010 Here's a quick rundown of how it would work. You place two items in the world. One of them is a persistent reference, the other is simply hidden. For the hidden item, you set the Active Parent to the persistant (visible) item, and select "Opposite Enable State" Then, you have a script checking if the condition is met, then use the command: Disable.ReferenceID and reference the visible item. This will make the hidden item visible, and the visible item hidden. If you want to just add items to a cell, you make them /both/ disabled on start, don't select Opposite Enable State, but still have the second item linking to the reference item. Or, have them both visible, don't select Opposite enable state, and then disable them with the script. Just depends on what you want. Little dirty of an explanation, but it's not too hard. Just check for conditions, use Enable/Disable on references you want. Use Active Parent links between items to save on script processing power. Link to comment Share on other sites More sharing options...
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