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Need help making mod


boomnuke35

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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 by boomnuke35
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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 thanks

i've never actually done this, so i really had no idea

i 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)

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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.

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