thorGraves Posted October 7, 2016 Share Posted October 7, 2016 I placed a hollow tree in the wilderness. The basic idea, is for the player to "examine" the pile of leaves inside and then crawl into a little dungeon (Screenshots are just stubs, I can't make it work so far). I want to do this without a visible door, but the only invisble door seem to be the "AutoLoadDoor" objects, which trigger way before the player even gets near the hollow log. My other idea was to take a door and make it invisble, but I can't do this either. Any other idea besides an activator with a little teleport script? Link to comment Share on other sites More sharing options...
csbx Posted October 7, 2016 Share Posted October 7, 2016 (edited) Duplicate a door in the CK. Edit your duplicate (renamed to 'logdoor' or whateva) and choose a different .nif model for 'model'. Consider using a pile of leaves (is there even one?), dirtmound etc. As far as I can see, only a visible part of the nif will 'activate'. Consider re-sizing the new 'door' so that you can control where it can be activated from. What's wrong with a triggerbox solution ? Edited October 7, 2016 by csbx Link to comment Share on other sites More sharing options...
thorGraves Posted October 7, 2016 Author Share Posted October 7, 2016 Found a pile of leaves (or rather a patch of them) "RTLeaves01". Will try this.Triggerboxes are OK, I just A) aim to use as little scripts as possible and B) I was curious if there was a way to do this, without always needing to customize the script I've used for this before. Link to comment Share on other sites More sharing options...
thorGraves Posted October 7, 2016 Author Share Posted October 7, 2016 "RTLeaves01" didn't work, perhaps because it was just 2d? Anyways the dirtmounds did the trick. Thank you very much. Link to comment Share on other sites More sharing options...
Recommended Posts