gunslinger6792 Posted September 15, 2015 Share Posted September 15, 2015 I'm getting to the point where I have several house mods that are almost finished and have been brought out of deep storage. I'd like to create a re-lockable door feature since these homes have two entrances one of which leads into a city and I'd like to prevent NPC's from following. I know how to create a lockable door in FNV by rigging an activator to a door and running a script through it. Assuming the process is the same would a new papyrus script and if so could someone provide a simple one? Link to comment Share on other sites More sharing options...
skinnytecboy Posted September 15, 2015 Share Posted September 15, 2015 If you remove the green navmesh from your cell, no one can enter but the player. Link to comment Share on other sites More sharing options...
gunslinger6792 Posted September 15, 2015 Author Share Posted September 15, 2015 Right but if I do that companions won't be able to enter either. Link to comment Share on other sites More sharing options...
skinnytecboy Posted September 15, 2015 Share Posted September 15, 2015 Ah... I see. I was under the impression that you didn't want anyone but the player to enter and steal your sweet rolls. There are several ways in which you could go about this, but ultimately it will involve using a script "event" that points to an "ObjectReference" of your door or placing a script upon the door itself (that would be my choice). The question is,.. how to set up a situation whereby the game knows if the door is locked already. Well, I'm just gonna assume that you want me to tell you, and just go right ahead: Create two multi-choice messages (for Lock and Unlock)Create a Global Variable Add a new script to your door: Scriptname MyDoorScript extends ObjectReference GlobalVariable Property MyGlobal Auto Message Property LockMessage Auto Message Property UnlockMessage Auto int Button EVENT onActivate(objectReference akActionRef) If MyGlobal.GetValue() == 0 Button = LockMessage.show() if Button == 0 ;Yes lock the door self.Lock() self.SetLockLevel(255); you need a key to Open it Utility.Wait(1) MyGlobal.SetValue(1); We increase the value so that the lock message won't show again elseif Button == 1 ;do nothing endif EndIf If MyGlobal.GetValue() == 1 Button = UnlockMessage.show() if Button == 0 ;Yes unlock the door self.Lock(false) Utility.Wait(1) MyGlobal.SetValue(0); We decrease the value so that the lock message will show again elseif Button == 1 ;do nothing endif EndIf endEVENT Link to comment Share on other sites More sharing options...
gunslinger6792 Posted September 15, 2015 Author Share Posted September 15, 2015 Ah... I see. I was under the impression that you didn't want anyone but the player to enter and steal your sweet rolls. There are several ways in which you could go about this, but ultimately it will involve using a script "event" that points to an "ObjectReference" of your door or placing a script upon the door itself (that would be my choice). The question is,.. how to set up a situation whereby the game knows if the door is locked already. Well, I'm just gonna assume that you want me to tell you, and just go right ahead: Create two multi-choice messages (for Lock and Unlock)Create a Global Variable Add a new script to your door: Scriptname MyDoorScript extends ObjectReference GlobalVariable Property MyGlobal Auto Message Property LockMessage Auto Message Property UnlockMessage Auto int Button EVENT onActivate(objectReference akActionRef) If MyGlobal.GetValue() == 0 Button = LockMessage.show() if Button == 0 ;Yes lock the door self.Lock() self.SetLockLevel(255); you need a key to Open it Utility.Wait(1) MyGlobal.SetValue(1); We increase the value so that the lock message won't show again elseif Button == 1 ;do nothing endif EndIf If MyGlobal.GetValue() == 1 Button = UnlockMessage.show() if Button == 0 ;Yes unlock the door self.Lock(false) Utility.Wait(1) MyGlobal.SetValue(0); We decrease the value so that the lock message will show again elseif Button == 1 ;do nothing endif EndIf endEVENT Thank you and sorry I didn't make that more clear. Sometimes I think my believing that skyrim modding is similar enough to FNV is what causes half my problems. Link to comment Share on other sites More sharing options...
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