gahnzz Posted February 19, 2012 Share Posted February 19, 2012 Okay - I'm getting a bit further into modding and was curious how upgrading an Interior Cell via questing works... i.e. when the TG quest line progresses and the guild HQ gets improved along the way - how is that actually done? Going through the files, I'm not seeing different versions of the cells depending on where in the questline the player is... so how's it done? Thanks for the assist! Link to comment Share on other sites More sharing options...
ObLars Posted February 19, 2012 Share Posted February 19, 2012 Okay - I'm getting a bit further into modding and was curious how upgrading an Interior Cell via questing works... i.e. when the TG quest line progresses and the guild HQ gets improved along the way - how is that actually done? Going through the files, I'm not seeing different versions of the cells depending on where in the questline the player is... so how's it done? Thanks for the assist! It's done through a script, if im not wrong. You can, i.e add a torch scone to the HQ, and make it initially disabled, and enable it in the TG quest script. Enable.SconeREF I think, atleast. :tongue: Link to comment Share on other sites More sharing options...
Sunnie Posted February 19, 2012 Share Posted February 19, 2012 You need to build all of the upgrade stuff (objects) into the cell as you would like them in a final state. Set them to "initially disabled" and then use an xmarker as an enable parent that is set to "initially disabled". Parent the xmarker to all of your stuff you want to turn 'On', as well as the stuff you want to turn 'Off' (stuff that was already enabled will disable when the state of the xmarker is changed). Then use your quest to change the enabled state of the xmarker. Link to comment Share on other sites More sharing options...
MHGhandi Posted February 19, 2012 Share Posted February 19, 2012 Ah, I was also thinking about that, thank you very much! BTW, this could be a completely impossible thing to do, but: would it be possible to activate an esp through a script, triggering all the effects of the mod at once? Link to comment Share on other sites More sharing options...
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