grim5000 Posted May 22, 2015 Share Posted May 22, 2015 I'm trying to get the alter to show up in apocrypha because the setstage command didn't do it at all. i've found the script for the altar, but i'm not sure how i can go about activating it using the console. I took screenshots of what the script variables are and stuff.http://imgur.com/a/RMMhD i've tried using SETPV (find the commands with help papyrus) and tried to edit the variables of the altar while targeting it in the console, but nothing seemed to work. Link to comment Share on other sites More sharing options...
rms827 Posted May 22, 2015 Share Posted May 22, 2015 (edited) I'm probably not the best person to explain this but I was dealing with similar issues while working on the MC menu for my Immersive Dawnguard mod. Straight console commands are only used when you open the console with the ~ key. The papyrus commands are almost always a bit different. In the case of enabling or disabling an item, the console command is enable Item name To have that happen automatically via a papyrus script you need to word it item name.enable() That's the simple part of the answer. The more complex part of the answer come in the when or how part of that activation. If you're talking about an activator that pops this altar into existence, then you just need an object that acts as a "light switch" that has an activation script attached to it. Darkfox127 has a great tutorial on YouTube for that. https://www.youtube.com/playlist?list=PLiPgFWIHsr8XixSs-odjlQt64NQ4CCYyw The short version (assuming you're a little familiar with scripting already) is that you write a script that looks something like this script from DarkFox127's tutorial for a lightswitch: Script Name DarkFox127Lightswitch extends ObjectReference ObjectReference Property MainLight Auto Event OnInit() If (MainLight.IsDisabled()) <---- checks that the activator is disabled or off. "Mainlight" being the name of the activated object GoToState("LightsOff") <----- States are kind of like subroutines in a script (oversimplified explanation). Else GoToState("LightsOn") The else option means there are only two choices. If you had multiple options, you'd need an ElseIf instead EndIfEndEvent State LightsOff EventOnBeginState() <---- this event tell the game what to do when this state is first switched to MainLight.Disable() <----- here's that command I mentioned above EndEvent Event OnActivate(ObjectReference akActionRef) <---- this event tells the game what to do when the activator is "turned on" GoToState("LightsOn") EndEventEndState State LightsOn EventOnBeginState() <---- Again, this event tell the game what to do when this state is first switched to MainLight.Enable() <----- here's where the object is enabled EndEvent Event OnActivate(ObjectReference akActionRef) <---- this event tells the game what to do when the activator is activated again, turning the switch off GoToState("LightsOff") EndEventEndState Again, all credit for this script goes to DarkFox127. I just reproduced it from my notes on his tutorial and tried to add a few explanations, That is essentially how you can enable and disable an object in game using an in game "switch" however. This also uses the more current version of Papyrus wording which is easier to trace errors when you understand the code. DarkFox's tutorial also explains how to enable or disable several objects at once using this exact same method. It's fairly easy. NOW, if you're looking to enable and disable the altar based on the state / progress of a quest, there are command on the CK Wiki that allow that also. I'm still a rookie on Quest scripting and creation though so I'll leave that for a more qualified person to answer. Edited May 22, 2015 by rms827 Link to comment Share on other sites More sharing options...
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