Applejaxc Posted February 12, 2017 Share Posted February 12, 2017 I have an idea for a mod adventure with a sidequest that involves that recovering a playing card (or similar object) from a dead man, then inserting it into a scanner/repository as a requirement for unlocking a door. I understand how to check the player's inventory to see if the object is present, then remove the object, but how do I make the object appear inside the scanner? Is there a way I can place an invisible, non-interactable object in a cell, and make it visible through scripting? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted February 12, 2017 Share Posted February 12, 2017 Have a static of the card initially disabled in the scanner that's enabled at scanner activation ("You put the card in. Good job, player! Have a cookie!"). Probably simplest. Otherwise, there's a lightbulb solution that actually enables a part of the mesh on the fly...but that would be overkill, I'd think. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted February 12, 2017 Share Posted February 12, 2017 Yes you can. Just place it wherever you want, make sure its initially disabled and you can then enable it from script with thatObjectProperty.enable() Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted February 12, 2017 Share Posted February 12, 2017 Like Shav said:Blahblahblahscript extends objectreferenceEvent OnActivate(ObjectReference akActionRef)mycoolcard.enable()endeventOr something like that...of course with your inventory checking and such along with it. Link to comment Share on other sites More sharing options...
Applejaxc Posted February 12, 2017 Author Share Posted February 12, 2017 Alright, that's way more simple than I was expecting. I don't know why I didn't think to start at "enable" and "disable" (which is, like, my most used console command). Thank you for the responses. Link to comment Share on other sites More sharing options...
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