Okiir Posted April 30, 2012 Share Posted April 30, 2012 I'm working on a mod - a player home to be specific - and I wondered if anyone could help me with something. (I'm using the Creation Kit) I'm working on a large player castle located in Sovngarde (lore-wise, not in the actual Sovngarde cell), and I want this castle to be unlocked ONLY when the player completes the Main Quest (defeats Alduin). The way I wan't to do this is to build some kind of doorway or portal on the Throat of the World. What I'm basicly asking is: How do I make a specific object (for example a door) appear in the game world, only when a specific quest has been completed? any help will be greatly appreciated :) Link to comment Share on other sites More sharing options...
gasti89 Posted April 30, 2012 Share Posted April 30, 2012 Mark the reference you need as "initially disabled". Then go to the quest you want to trigger the reference. Go to quest aliases tab ---> define a new alias ---> specific reference ---> select your reference ---> mark "allow disabled" ---> call it "myCastle" Go to the final stage of the quest (usually the one marked as "complete quest"). In the papyrus fragments part of the window, after everything but before the stop() line (if present), write this: Alias_myCastle.GetReference().Enable() Link to comment Share on other sites More sharing options...
Okiir Posted April 30, 2012 Author Share Posted April 30, 2012 Mark the reference you need as "initially disabled". Then go to the quest you want to trigger the reference. Go to quest aliases tab ---> define a new alias ---> specific reference ---> select your reference ---> mark "allow disabled" ---> call it "myCastle" Go to the final stage of the quest (usually the one marked as "complete quest"). In the papyrus fragments part of the window, after everything but before the stop() line (if present), write this: Alias_myCastle.GetReference().Enable() will try it out. thanks :) Link to comment Share on other sites More sharing options...
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