gabbysaurus Posted April 12, 2012 Share Posted April 12, 2012 Greets, I just started on my first mod, and have been doing pretty well. I got the idea of making a magic portal of sorts to go to a secret room. I extracted a .nif from the meshes bsa that I wanted to use, and made a copy of the unanimated farmhouse door, renamed it, and replaced the mesh with the new one. It lets me set a teleport target, marker, etc just as if I was using a normal door model, but when I go in game and try to use it, I'm not getting a trigger to go through the door at all. I've even dragged the door out to the middle of the room to make sure it wasn't being swallowed up by the wall that it is set near's collision, but still no trigger to go through. Not sure what may be going wrong here, has anyone had this issue, or any knowledge on what I could do to fix it? Thank you very much for your time! Link to comment Share on other sites More sharing options...
gabbysaurus Posted April 12, 2012 Author Share Posted April 12, 2012 A little more information now that I've woken up. I've been experimenting with a few different meshes to see what works and doesn't, and it seems that only things comprised of spell effects seem to not be useable as a doorway. The Eye of Magnus (eyeofmagnus01.nif) seems to work well as a door, but the magic conduit stream effect (fxmagicconduitstream.nif) and the magic anomaly (magicanomalyspawner.nif) seem incapable of being used as a doorway. Could it be something to do with transparency perhaps? Having a fit trying to figure out why some meshes will work and others won't. XD Link to comment Share on other sites More sharing options...
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