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Get rid of those gates...


pridal

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Can please someone explain me what i have to do to completely delete Oblivion gates after they have been closed?

 

I mean to delete also those smoking crumbled pieces and the burned ground that are left behind when they get closed.

 

I am no complete modding noob, did already some minor modifications for my own satisfaction, but here i get stuck.

 

 

If someones got an idea, please....

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Can please someone explain me what i have to do to completely delete Oblivion gates after they have been closed?

 

I mean to delete also those smoking crumbled pieces and the burned ground that are left behind when they get closed.

 

I am no complete modding noob, did already some minor modifications for my own satisfaction, but here i get stuck.

 

 

If someones got an idea, please....

In the normal game, it only makes sense that those areas are perminantly scarred.

 

As far as reversing it, that depends on the gate. Most of the gate sites just make use of enabling/disabling references as everything exists at the same time within the CS. Not sure how the exact scripting goes (maybe parenting) but each gate is different.

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Yeah, thats what i thought.

 

 

In fact i think it's about this script:

 

; if we're not at max gates, we might open a new one here
if MQ00.openGates < MQ00.maxOpenGates && ( getdisabled == 1 || ( MQ00.allowGatesToReopen == 1 && destroyed == 1 ) )
	set rand to GetRandomPercent 
	if rand <= MQ00.randomGateChance
		set mySpawnMarker to getParentRef
		mySpawnMarker.enable
		enablelinkedpathpoints
		set MQ00.openGates to MQ00.openGates + 1
		if destroyed == 1
			setDestroyed 0
			set destroyed to 0
		endif
	endif
endif

 

 

 

maybe it's that "set mySpawnMarker to getParentRef" ?

 

but how to disable it then? what would be the script to do so?

 

 

 

The script that i use to close the gates( but doesnt delete them) is

 

	; destroy me if there are too much open gates
if MQ00.openGates > 6
	ForceCloseOblivionGate 
	enablelinkedpathpoints
endif

 

simple but not enough.

 

Now i just need something to disable the refs....

 

 

any ideas?

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i think i know now how to disable ref's, ( with "refname.ref disable" ) , i just have to find out whats the name of the ref of the random gates.

 

in the script it just says "set mySpawnMarker to getParentRef" , but what ref is that parentref?? or better, what towrite to disable it?

 

 

i tried sofar (tried all at once)

 

set mySpawnMarker to getParentRef

mySpawnMarker.disable

OblivionGatetoOblivion.ref disable

 

 

but that didnt work out....

 

 

 

harrg

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The parentref thing is probably what the gate is using to disable all the stuff that was there before the gate was in place. Check parent linkings for one of the more complicated sites, it should point you in the right direction.
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Also, there is often a rock positioned over the place where an oblivion gate will open. If you start a new game you can find them, there's one outside the sewers. The rocks are there to hide the craters that the gates create, as the engine cannot script a change in landscape texturing. So, if you truly wish to remove the effects of these gates then you will need to re-enable the rocks.
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