Marxist ßastard Posted February 2, 2004 Share Posted February 2, 2004 Nope, not all activators must have a label -- this is just another instance of what looks like a shortcut that the developers put in there that didn't get cleaned up when the game went gold. As for a label's relation to a script, not all scripted objects have labels, nor do they have to have labels for an attatched script to function properly -- in fact, I cannot recall any way to even call an object's name. Cmac: Having a script attached to it has nothing to do with having a script. Score... First cryptic remark made by Cmac! Link to comment Share on other sites More sharing options...
hobs0n Posted February 2, 2004 Share Posted February 2, 2004 I always thought that you should be able to do more in the Dwemer ruins ;) The first time I found that Deep Orc Passage in the ruin close to Balmora I was so excited! But then it turned it didnt lead to somewhere really cool or similar :( Does anyone know if there are any cool Dwemer mods/TCs/new stuff that lets you do more Dwemer adventuring? :) Link to comment Share on other sites More sharing options...
Malchik Posted February 2, 2004 Share Posted February 2, 2004 hobs0n, you are new. Have a read of the rules and you'll see that asking a question that is not directly related to a thread is frowned on. There may be info on what you want in the mod dbase or in the plug-ins section. If you can't see it (the search button is quite useful if you remember to do it on all forums and both under and over 30 days) start a new thread in plug-ins. Cheers. Others - can we stick to scripts, labels and activators please. Link to comment Share on other sites More sharing options...
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