bencebence Posted July 30, 2011 Share Posted July 30, 2011 (edited) Hey everybody.I think everybody noticed that I ask many questions. And I make each question a topic. From now on, I think I'll use only this topic to ask questions. It'll be easier, and I don't have to fill the forum with my topics.Is it a good idea? What do you think? Edited July 30, 2011 by bencebence Link to comment Share on other sites More sharing options...
PrettyMurky Posted July 30, 2011 Share Posted July 30, 2011 Sure. Especially if they're to do with using my new Modder's Resource, which I am determined to pimp out as much as possible... I do think that it could be used quite nicely for your mining script though. Link to comment Share on other sites More sharing options...
bencebence Posted July 30, 2011 Author Share Posted July 30, 2011 How do you exactly mean using it? Do you have any specific idea how to include it? Link to comment Share on other sites More sharing options...
PrettyMurky Posted July 30, 2011 Share Posted July 30, 2011 Yup, it should be pretty straightforward. Gimme half an hour and I should be able to do it. Link to comment Share on other sites More sharing options...
PrettyMurky Posted July 30, 2011 Share Posted July 30, 2011 I've posted the code you'll need on the RTI topic, as it makes for a good demonstration of how RTI can be used. Anything you need to change, I've put inside < > brackets. If you have any problems, let me know! Link to comment Share on other sites More sharing options...
bencebence Posted July 30, 2011 Author Share Posted July 30, 2011 Thank you very much. I think, after we finished bug-fixing, I'll make it as an optional download, so people can chose whether to use it with your mod, or the "vanilla" one. Link to comment Share on other sites More sharing options...
bencebence Posted July 30, 2011 Author Share Posted July 30, 2011 Also here is my first question:I have some doors. They're locked during night (shop doors). But when I picklock them and enter their ownership "disappears", I mean, they're no longer red, but white. Do anyone knows a solution for this? Link to comment Share on other sites More sharing options...
fg109 Posted July 30, 2011 Share Posted July 30, 2011 I might be wrong about this, but this is what I've figured out through my own experience. Doors show up as "red" when the cell they lead to belong to an NPC/faction. Since exterior cells can't belong to any NPC/faction, when you're looking at a door that leads to an exterior, it will always be white. Link to comment Share on other sites More sharing options...
bencebence Posted July 30, 2011 Author Share Posted July 30, 2011 Thank you, then I won't count it as a bug. You relieved me from many problems now :D Link to comment Share on other sites More sharing options...
bencebence Posted July 31, 2011 Author Share Posted July 31, 2011 The first question of the day:How can I make an if on an exterior cell?I modified Qquix's farming npc script, but it used a separate worldspace and so this line: if player.GetInWorldspace aaqqFarmIslandNow I've moved the whole thing to another place, in Tamriel. But I can't compile the script, as this worldspace is not in my mod. Is there a command that points on an Exterior cell. (I know GetInCell, but that doesn't seems to be working for exterior cells) Thanks in advance,bencebence Link to comment Share on other sites More sharing options...
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