Boombro Posted May 7, 2015 Share Posted May 7, 2015 There are ways to make display appear when a quest complete, but is there way for the other way around? Like let say, a big rock is blocking a path. The player does a fect quest, when the player is done, a script send the roxk into a cell and the path clears? Link to comment Share on other sites More sharing options...
WinsomeMinotaur Posted May 7, 2015 Share Posted May 7, 2015 (edited) Are you writing a new script, or asking for a script that already does this? I think all you need is MoveTo(). Here's the MoeTo page from creationkit wiki:http://www.creationkit.com/MoveTo_-_ObjectReference Also, in case it doesn't move where you expected, see the talk page for SetPosition: http://www.creationkit.com/Talk:SetPosition_-_ObjectReference If you want to see the object moving, use TranslateTo: http://www.creationkit.com/TranslateTo_-_ObjectReference Edited May 7, 2015 by WinsomeMinotaur Link to comment Share on other sites More sharing options...
Boombro Posted May 7, 2015 Author Share Posted May 7, 2015 I was just looking for a way yo do it. Thanks! Link to comment Share on other sites More sharing options...
rms827 Posted May 7, 2015 Share Posted May 7, 2015 Granted, I'm very new to scripting, but I'd think that would just be a matter of enabling or disabling the static object with that disable (in your case) tied to a specific event. That's assuming you wanted to keep it simple. WinsomeMinotaur's suggestion sounds more immersive. :) Link to comment Share on other sites More sharing options...
Deleted31005User Posted May 7, 2015 Share Posted May 7, 2015 (edited) Just remember the navmeshes, if there is a rock blocking the way then you also need to put down a collision box (NAVMCUT) that tells npcs they cannot walk there, then once you do the quest and the rock disables you should also disable that collision box, now npcs can use the navmeshes and walk through it.And no, you cannot disable or enable navmeshes, you need to use collision boxes for that. Edited May 7, 2015 by Guest Link to comment Share on other sites More sharing options...
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