Jokerine Posted May 24, 2015 Author Share Posted May 24, 2015 That could work. Would it be possible to change the global for a script variable maybe? I'll probably give it a try and see how it goes. Thank you very much! :yes: Link to comment Share on other sites More sharing options...
Fallout2AM Posted May 24, 2015 Share Posted May 24, 2015 (edited) That could work. That's the same script I wrote you few days ago :wink: rSelf probably must be implicit. Would it be possible to change the global for a script variable maybeyou can do it with a local var, a quest.var, or checking the status of other refs etc. yours the choice Edited May 24, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
Jokerine Posted May 24, 2015 Author Share Posted May 24, 2015 Cool, thanks for the help everybody! You all rock with your socks out :dance: Link to comment Share on other sites More sharing options...
Thumblesteen Posted May 24, 2015 Share Posted May 24, 2015 Yes, you can indeed change the var, but that might make it tricky to enable the door since it must be done within the script itself. With a global you can have any old script doing it. But trickiness is next to godliness. So by all means, give it a go. Link to comment Share on other sites More sharing options...
luthienanarion Posted June 3, 2015 Share Posted June 3, 2015 So I guess it isn't possible to just change the "inaccessible" status then? Lame. I wonder if maybe NVSE or Lutana may be able to put something together someday. Would be pretty useful. Anyhoo, thanks for the suggestions guys! :smile:I could (it's just a flag in TESObjectREFR as I recall), but I think a generic method to add/check/remove those flags would be a better option. Link to comment Share on other sites More sharing options...
Jokerine Posted June 3, 2015 Author Share Posted June 3, 2015 I'll probably just go with SetDestroyed in the end. Still, perhaps someday we'll have this as an option :yes: Link to comment Share on other sites More sharing options...
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