inferno787 Posted June 8, 2016 Share Posted June 8, 2016 Hello. I am working on my first mod which will be a overhaul of the Wildwood Cemetery. I have already opened up all the crypts and placed lvl'ed ghoul spawns but I want to spawn more after a key is used on the last crypt opened. I am going to have them spawn in the round area of the graveyard. How do I connect the spawn and the key? Also if anyone could take the time to tell me how to get a spawn to happen after a certain area is walked by. Like a invisible trip wire. Thanks! Link to comment Share on other sites More sharing options...
inferno787 Posted June 11, 2016 Author Share Posted June 11, 2016 (edited) Bump. Or could anyone point me to a guide that will tell me these things? Most guides right now are kinda lame. I have no interest in making a weapon and I think there are three of those guides already. Thanks Edited June 11, 2016 by inferno787 Link to comment Share on other sites More sharing options...
tartarsauce2 Posted June 11, 2016 Share Posted June 11, 2016 (edited) parent activatorsyou place a thing where like, ghoul spawn out of, ghoul spawn from nothing, whatever, and make turning the key as a parent activator, or using the key as one, I thinkI don't know, but I do know that I learned yesterday how to tie a tripwire to a grenade bouquet!I screwed up and managed to get them to exist but forgot to tie them so I kept testing walking through the wire and wondering why no boom, until I figured it out, parent activators are a thingalso theoretically you'll find the superdupermart has things where ghouls come out, check what exactly they do, open up the CK, click on things around the area of the little bathroom or whatever on the top floor (main floor) and look for what's there, the thing you're looking for is ghouls coming out of windows, that'll show you how to do activators because there's no tripwire there, but something invisible is making them decide to come out when you walk somewhereit'll probably look like a lightbulb in the CK, in midair or somethingthe actual method is *slightly* different, one of the tabs, like 3 above "use info" something to do with references, setting up references, etc in the FO4CKbut that's just how you get to "parent activators" tab in your reference window thing, the rest is the same, I used this to figure it out - and this section too (it's exactly what I need with the difference that right clicking gives slightly more options in the CK we're using or something because it's a later, better and bigger version but otherwise the same thing)if you're confused by the "difference" nevermind what I said and just look at setup references, or whatever it's called in the CK, when you right click an item in the object list thing pertaining to that world cellhttp://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_Non-NPC_population#Setting_Up_Traps_by_Hand Edited June 11, 2016 by tartarsauce2 Link to comment Share on other sites More sharing options...
chucksteel Posted June 11, 2016 Share Posted June 11, 2016 There is a cell in the FO4.esm called "WarehouseAmbushes" it has basic ambushes for Radroaches and Stingwings that you can look at. They use the spawn a furniture marker and a trigger plain or box all linked together. just an FYI there is also a cell called "WarehouseTraps" that has examples of many of the traps you may want to use. Link to comment Share on other sites More sharing options...
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