Sithis31 Posted December 9, 2016 Share Posted December 9, 2016 I wanna make it so thst a area of the game. Universicty pointeso area. Becomes a interior cell after a certain quest is done. Now I guessing id duplicate the cells of unvericty point and make them into a new interior cell. But how would I scriptit so thst happens after a quest? I know it's happened before with the cit turning into a giant crater at the end of the game. Link to comment Share on other sites More sharing options...
Trosski Posted December 10, 2016 Share Posted December 10, 2016 it's done using layers, and the setstage script. you can look at the Castle for an example. It gets a clean up after defeating the mirelurks, and as you mentioned... the CIT courtyard. So you would basically create a new layer, and put your door portal in that layer, and unhide the layer by setting the stage with a quest trigger. no need to duplicate cells. Link to comment Share on other sites More sharing options...
werr92 Posted December 12, 2016 Share Posted December 12, 2016 Layers don't hide anything themselves, they are only for simplifying your navigation in the Render Window. Enable Parents (markers) do hide stuff connected to them when in game if maked as initially disabled. Link to comment Share on other sites More sharing options...
Trosski Posted December 12, 2016 Share Posted December 12, 2016 I am just stating what I have seen done by Bethesda in game. At the Castle there is a Minutemen quest stage that uses the set stage script to hide the Mirelurk clutter layer upon defeating the mirelurk queen. None of the stuff in that layer is initially disabled, but the layer is hidden after the stage is set by the quest completion trigger. Link to comment Share on other sites More sharing options...
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