LaikaB2599 Posted February 21, 2018 Share Posted February 21, 2018 I want to take certain items, such as a rowboat, into a door, as to connect it to another rowboat farther away. Is there a way to do this? Link to comment Share on other sites More sharing options...
NexusComa Posted February 21, 2018 Share Posted February 21, 2018 How to make a rowboat a door ... Put/pull a door in the cell you're editing (one that has the teleport tab) then double click it to edit.Click the Edit Base button and rename the ID (top left) ... Yes to create a new form. You may also want to change the Name from door to something else or remove the name (the input under the ID input). You now have a custom door that will not effect other doors in the game or their base. Go to the edit base of the rowboat and copy the box named Model (it's aimed at the .nif file) (Ctrl+C to copy).Edit your new custom door again, edit base, click edit on Model then edit again on Model file name.You should now see a file requester at the top it should say "look in: Meshes" ... if not navigate to the mesh folder.Paste (Ctrl+V to paste) in the boats .nif file and click open. (you should see the rowboat now) click OK.Change or remove the door open and close sounds on the Base Edit interface. (to the right of ID) You now have a custom rowboat that is actually a door a "door-rowboat". In the cell view Duplicate the new door-rowboat and replace both rowboats with your custom ones.You will also need to nav-mesh both boats so npcs can port with you. Then connect the door-rowboatsas you would any other portal doors. Enjoy! Link to comment Share on other sites More sharing options...
NexusComa Posted February 21, 2018 Share Posted February 21, 2018 Oh .. btw, never make a portal to a portal clear across the game. Portals should be relatively in the same area or to a different cell and back.If you do, do this it has a good chance of breaking the courier quests and they will not be able to find you in the game. If you nav-mesh the rowboatsas you should this may not come into play. Something to keep in mind while testing however. Link to comment Share on other sites More sharing options...
agerweb Posted February 21, 2018 Share Posted February 21, 2018 Or put a default activator on the row boat (there the orange beam like things) and a XMarkerHeading on the other one (and vice versa) and attach this script to the Activator(s) setting the TargetLocation properties to the XMarkerHeading(s): Scriptname MyTeleportScript extends ObjectReference ObjectReference Property TargetLocation AutoEvent OnActivate(ObjectReference akActionRef)Game.GetPlayer().MoveTo(TargetLocation)Game.EnableFastTravel()Game.FastTravel(TargetLocation)EndEvent Link to comment Share on other sites More sharing options...
NexusComa Posted February 22, 2018 Share Posted February 22, 2018 Nice I did one like that too long ago ... Scriptname MarkerPort extends ObjectReferenceObjectReference Property PortMarker Auto Event OnInit() GoToState("Done")EndEvent Event OnActivate(ObjectReference akActionRef) Game.GetPlayer().MoveTo(PortMarker)EndEvent State Done ; do nothingEndState Wonder if the fast travel thing would take care of that error I was talking about with broken Currier quests.The script above I only used within a cell. It was part of a bookcase to bookcase warp. Ya he ask how to make a static item a door. so, that's how I answered it ...With that method you can turn almost anything into anything else. Link to comment Share on other sites More sharing options...
agerweb Posted February 22, 2018 Share Posted February 22, 2018 I answered just in case he was after the result not the method. The fast travel part means followers will teleport with you, dont need if you just want the player to teleport Link to comment Share on other sites More sharing options...
NexusComa Posted February 22, 2018 Share Posted February 22, 2018 Ya, the result is the same and followers teleport automatically with a door method. Link to comment Share on other sites More sharing options...
agerweb Posted February 22, 2018 Share Posted February 22, 2018 Also with an activator you can pick your text ie "Row to Island" or some such. Link to comment Share on other sites More sharing options...
NexusComa Posted February 23, 2018 Share Posted February 23, 2018 Great point. But, you can also do that with the door method. In the exact same way. Also you can use MAGINVSummon. A really good looking portal effect set down nextto both ends of the portal. Then use a script like this on the port-doors themselves.(Portal_to and Portal_from) Scriptname _RGD_TowerPortal extends ObjectReference ;* Portal * By: NexusComa * ; nexusmods.comObjectReference Property Portal_to AutoObjectReference Property Portal_from AutoSound Property MAGConjurePortal AutoActor Property PlayerRef AutoInt QF = 0;Event OnInit() GoToState("Done")EndEvent;-----------------------Event OnActivate(ObjectReference akActionRef) If(akActionRef==(PlayerRef)) If(QF==(0)) QF=(1) Portal_to.Enable() Portal_from.Enable(true) Utility.Wait(0.5) MAGConjurePortal.Play(Portal_to) Utility.Wait(0.5) Portal_to.Disable(true) Portal_from.Disable() Utility.Wait(1.0) QF=(0) EndIf EndIfEndEvent;-----------------------State Done ; do nothingEndState; This is a spectacular looking effect and sound to go along with the portal-door.If I was to do this I'd not make the whole boat a portal-door.I'd swap an object in the boat as the port door. using the same method.The doors also use the standard landing markers so it's super easy toplace exactly where you wish to port in at and your orientation. I've used the marker port method in the past and found it to be a bit error prone.leaving errors in the save after use. Using an actual door as the port has never done this.Using the games own door system seems to cover all the bases without save errors. Link to comment Share on other sites More sharing options...
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