KiwiHawkNZ Posted December 25, 2011 Share Posted December 25, 2011 Kia Ora Heres a question for those who code and have more knowledge than I I cut and paste this into a triggerzone in Oblivion after finding it in a mod ona door/Portal. Could we use somit like this to portal us to a cell, eg a player home? I'm thinking of somit like a cave entrance with a triggzoone just inside as as the playerhits the trigger he's place at a give spot x,y,z etc thats just inside the door of his/her home scn TrigZoneAutoDoor ; this script use's a trigZone as a door so that on activation PC is ported to the other side float timer short activated begin onTriggerActor Player if activated == 0 set activated to 1 set timer to 1 TriggerHitShader activate player endif end begin gamemode if activated == 1 && timer <= 0 set activated to 0 endif if timer > 0 set timer to timer - getsecondspassed endif end Dom't be asking me whats what a, I just cut n paste code and ask it it don't work.I just get the wizzy idea's is all lol Seasons Greeting to you all to BTW and special thaks to those making this thread a gem Link to comment Share on other sites More sharing options...
rhalle Posted December 25, 2011 Share Posted December 25, 2011 I saw some mod on nexus that a guy put some working bookshelves.I do not know how he did it, and how he put it to the mods (maybe clear save game?) but anybody knows anything about it? http://www.skyrimnexus.com/downloads/file.php?id=4510 It's by a guy named Shawk. I think it's safe to assume it's the same Shawk who started this thread. Shawk, please, sir, tell us how you got the bookshelves to work. :turned: Link to comment Share on other sites More sharing options...
SkyrimGod Posted December 25, 2011 Share Posted December 25, 2011 I'm having so much Trouble with this when I try and rotate something like a rug or wall with setangle x 250 or whatever it doesn't work can you not rotate static stuff orWhat? Please help me.. Link to comment Share on other sites More sharing options...
Sunnie Posted December 25, 2011 Share Posted December 25, 2011 I'm having so much Trouble with this when I try and rotate something like a rug or wall with setangle x 250 or whatever it doesn't work can you not rotate static stuff orWhat? Please help me.. Some static items can not be moved or rotated, others won't show an angle change unless you save and reload, disable and enable the object, or leave and come back to the cell. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted December 25, 2011 Share Posted December 25, 2011 I'm having so much Trouble with this when I try and rotate something like a rug or wall with setangle x 250 or whatever it doesn't work can you not rotate static stuff orWhat? Please help me.. As sunnie said here, disable/enable the object works, i do this all the time and it works like a charm :) Link to comment Share on other sites More sharing options...
SkyrimGod Posted December 25, 2011 Share Posted December 25, 2011 Thank you guys very much now I can actually make a secret room! Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted December 25, 2011 Share Posted December 25, 2011 Kia Ora how come the 10ACB6 (safe)Ea722 strongbox turn up as static's and not containers? I just wasted 2 hours putting non containers where I wanted containers My bad sorry,.. this ole Coot got so frustrated I forgot to diable/enable Link to comment Share on other sites More sharing options...
123pmg Posted December 26, 2011 Share Posted December 26, 2011 (edited) Could someone please look up two ingame IDs for me in FNVEdit to find the object code? 30fc0 - kettle (static, doesnt move... not the MISC one)e8789 - shaft of light (selectable, probably an FX) Thanks much and happy holidays to all. :) Edited December 26, 2011 by 123pmg Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted December 26, 2011 Share Posted December 26, 2011 Could someone please look up two ingame IDs for me in FNVEdit to find the object code? 30fc0 - kettle (static, doesnt move... not the MISC one)e8789 - shaft of light (selectable, probably an FX) Thanks much and happy holidays to all. :) [00] Skyrim.esmNAME - Base FXMistLow01Adjust [MSTT:00016441] - you did not target the kettle but the mist infront of it. [00] Skyrim.esmNAME - Base FXAmbBeamXbDust_Dim01 [MSTT:000A6C19] - This one seems to be right. :) Link to comment Share on other sites More sharing options...
Shawkab Posted December 26, 2011 Author Share Posted December 26, 2011 (edited) http://www.skyrimnexus.com/downloads/file.php?id=4510 It's by a guy named Shawk. I think it's safe to assume it's the same Shawk who started this thread. Shawk, please, sir, tell us how you got the bookshelves to work. :turned: Don't think it is possible to do through console alone. It may be possible, but not remotely worth it.. you will need to find a way to reference the activators back to the original decoration xmarker that activates the bookshelves in the first place, that or find a way to activate them with the decoration xmarker. It's amazing how unpopular this kind of modding is, and unfortunately It requires a ton of work to get even one bookshelf working, which is probably a large reason vanilla has so few of them. First, you need to place the Static shelf, then the collision borders. Collision borders are completely invisible so to place them you will need to know the exact size of the bookshelf you are dealing with so you can properly estimate where exactly you need the invisible collision borders. Then you need the Container which contains all the books and has its own kind of collision border, so this needs to be exactly inside the static bookshelf so it doesn't interfere with the original collision of the static shelf. This will also need to be angled in a way so it displays properly. Then you need to place Two triggers, one persistent, one temporary.. Each one referencing back to the Container so they know what they are triggering. Then you need to place the 11-20 Bookmarkers inside the container so that they know where each book will be individually placed when you place it inside the container, so you will need to divide your container size into 11-20 parts so you know exactly how far away each book needs to be. Then you need to place 11-20 trigger references inside the container so that again the markers know what is triggering them and where exactly they are being triggered for. Give them all their individual IDs, make sure they are all individually positioned and angled so they display properly.. you will probably need to fiddle with it in game a few hundred times before it displays right. And after all that, you have a single working bookshelf for 11 books. Now make that a .esp, upload it to nexus and BAM you have 100 times less endorsements then a terrible re-texture of santa. derp. Edited December 26, 2011 by Shawkab Link to comment Share on other sites More sharing options...
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