buddy8121 Posted January 1, 2011 Share Posted January 1, 2011 I am currently making a mod that does a fairly large overhaul of Nipton and the surrounding areas but I would like the changes to occur only after a specific task has been performed. I know that I can set new things to initially disabled and enable them and disable other things, but I was wondering if it was possible to duplicate an exterior cell and modify that and then substitute it for the current one in game. Does anyone know if/how I can accomplish this? Thanks. Link to comment Share on other sites More sharing options...
davidlallen Posted January 1, 2011 Share Posted January 1, 2011 I would be surprised if this is possible. What you are trying to do is similar to "room themes" in some player homes. You want to enable and disable a whole bunch of objects at once. I recommend using an "object parent" for this. Pick any one of your new objects to be a parent. You don't have to do anything special for this one. As you create each other new object, set its "object parent" to your first object. Then when you enable/disable the parent object, all of the other objects which have this parent will be enabled/disabled. So the entire group appears or disappears with one line of script. Link to comment Share on other sites More sharing options...
buddy8121 Posted January 2, 2011 Author Share Posted January 2, 2011 That sounds simple enough, what would be the best/easiest way to disable a bunch of things at the same time? I'm getting rid of buildings and such as well. Link to comment Share on other sites More sharing options...
davidlallen Posted January 2, 2011 Share Posted January 2, 2011 As I described, the object parent approach is easiest. But, do you really want to have buildings vanishing as one stage in a quest? What happens if the player is looking that way at the time? Link to comment Share on other sites More sharing options...
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