Forerunner2 Posted May 7, 2011 Share Posted May 7, 2011 I'm trying to puzzle out how to make a room that goes from one state to another: where the room is nice and clean and orderly at one time and a ransacked mess at another time. I want to go through the same door to get there. I'm assuming, perhaps incorrectly, that you would create two entirely different cells for the room; one for the original room, one for the second. But I haven't been able to figure out how to actually make my door change the transport target. I was actually wondering if based on a quest variable whether an automatic transport might happen from within the room: if the quest variable is a given value then automatically transport the player out of the first room to the second. Or, do you create two doors and have the doors visible/inactive based on the quest variable? Or maybe there's something I haven't thought of. Thanks! :-) Link to comment Share on other sites More sharing options...
Maskar Posted May 7, 2011 Share Posted May 7, 2011 I would just have it all in 1 cell and enable/disable depending on the state. Kinda what I did in my camping mod, where the furniture changes depending on how rich the player is. Link to comment Share on other sites More sharing options...
fg109 Posted May 7, 2011 Share Posted May 7, 2011 You could do what Maskar said, or I could think of 2 other ways to do it. 1. Make two doors right on top of each other. One should be initially disabled. When you want to go to the ransacked cell, disable the first door and enable the second door. 2. Put a script on the door. For the OnActivate block, activate if nothing has changed otherwise use Player.MoveTo Xmarker if you need to get to the ransacked cell. Link to comment Share on other sites More sharing options...
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