antstubell Posted July 15, 2012 Share Posted July 15, 2012 Hi all.You guys have been BRILLIANT at making scripts for me and I need another - please. I want to use a boat oar, listed ShipOar01 to teleport the player to a new island. The oar is a MISC object and when approaching it, it has no label i.e. can't be taken. I tried the defaultteleport01 script and it attached as it should and the object reference was accepted but like I said as you approach the oar it cannot be touched or taken. I'd like the player just to "Activate Oar" and teleport not take the oar, I wish the oar to remain where it is so the player can go back and teleport to the new world whenever they wish.Thanks for all your help in the past, I'm sure you'll provide the goods again. Link to comment Share on other sites More sharing options...
JanusForbeare Posted July 15, 2012 Share Posted July 15, 2012 This doesn't need to be scripted - if you extract the oar's NIF from the vanilla BSAs, you can make a new door that looks like an oar. That would be the simplest route to your goal. Link to comment Share on other sites More sharing options...
flobalob Posted July 15, 2012 Share Posted July 15, 2012 The only caveat I would add to that is, assuming that the object ShipOar01 has collision data defined in the .nif file. Link to comment Share on other sites More sharing options...
antstubell Posted July 15, 2012 Author Share Posted July 15, 2012 I'm making it right now, I'll let you know how I get on. Link to comment Share on other sites More sharing options...
antstubell Posted July 15, 2012 Author Share Posted July 15, 2012 The only caveat I would add to that is, assuming that the object ShipOar01 has collision data defined in the .nif file. Ok all done. Works fine but I get the message "Open xxxxxx" instead of "Travel to xxxxxx", a minor gripe but does look weird. Link to comment Share on other sites More sharing options...
steve40 Posted July 16, 2012 Share Posted July 16, 2012 You could probably make a new activator form and use the oar's nif as the mesh for the new activator. That way the oar could be activated, provided that it has collision (tutorial on adding collision here).Then attach your teleportation script to it. Link to comment Share on other sites More sharing options...
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