Oogee Posted July 21, 2012 Share Posted July 21, 2012 lots of mods out there that have a trap door or something into ragged flagon for quick access for side jobs, but i was looking for a mod that stopped the crypt from closing every time, if it already exists it hasn't come up in searches if this is something i can quickly do myself in the CK just point me in the right direction :D Link to comment Share on other sites More sharing options...
J3X Posted July 21, 2012 Share Posted July 21, 2012 It would be quite a crappy hidden door if it was open all the time... Link to comment Share on other sites More sharing options...
Oogee Posted July 21, 2012 Author Share Posted July 21, 2012 It would be quite a crappy hidden door if it was open all the time... i realize it's kinda immersion breaking, but when you go back and forth as often as myself (and anyone doing all the quests for the thieves guild) it'd save some time, guess i'll just get one of the trapdoor mods and use that :\ Link to comment Share on other sites More sharing options...
RaktoastTheSandwichTopper Posted July 23, 2012 Share Posted July 23, 2012 You could move the sewer grate to outside the tomb thing therefore roving the need to move the floor Link to comment Share on other sites More sharing options...
steve40 Posted July 24, 2012 Share Posted July 24, 2012 (edited) Try replacing source script "RiftenCasketDoorScript.psc" with this one, then recompile it. I just changed the flag to make the door always start open. Scriptname RiftenCasketDoorScript extends ObjectReference import debug import utility bool property isOpen = true auto conditional {set to true to start open} bool property doOnce = false auto {set to true to open/close on first activation only} bool property isAnimating = false auto Hidden {is the activator currently animating from one state to another?} string property openAnim = "open" auto {animation to play when opening} string property closeAnim = "close" auto {animation to play when closing} string property snapcloseAnim = "snapclose" auto {animation to play when closing} string property openEvent = "done" auto {open event name - waits for this event before considering itself "open"} string property closeEvent = "done" auto {close event name - waits for this event before considering itself "closed"} string property startOpenAnim = "opened" auto {OnLoad calls this if the object starts in the open state} bool property bAllowInterrupt = FALSE auto {Allow interrupts while animation? Default: FALSE} ;int property myState = 1 auto hidden ; true when static or animating ; 0 == open or opening ; 1 == closed or closing EVENT OnLoad() ; if (isOpen ) ; trace(self + "OnLoad: playanimation(" + startOpenAnim + ")") playAnimation(snapcloseAnim) ;activator starts closed isOpen = false isAnimating = false gotoState("waiting") ;myState = 0 ; endif endEVENT auto STATE waiting ; waiting to be activated EVENT onActivate (objectReference triggerRef) ; switch open state when activated SetOpen(!isOpen) if (doOnce) gotostate("done") endif endEVENT endState STATE busy ; This is the state when I'm busy animating EVENT onActivate (objectReference triggerRef) if bAllowInterrupt == TRUE ; send the activation\ SetOpen(!isOpen) else ; block activation trace (self + " Busy") endif endEVENT endSTATE STATE done EVENT onActivate (objectReference triggerRef) ;Do nothing endEVENT endSTATE function SetOpen(bool abOpen = true) ; if busy, wait to finish while getState() == "busy" wait(1) endWhile ; open/close if necessary isAnimating = true if abOpen && !isOpen gotoState ("busy") if getlinkedref() getlinkedref().disable() endif trace(self + " Opening") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(openAnim) ; Animate Open else playAnimationandWait(openAnim, openEvent) ; Animate Open endif trace(self + " Opened") isOpen = true gotoState("waiting") elseif !abOpen && isOpen gotoState ("busy") if getlinkedref() getlinkedref().enable() endif trace(self + " Closing") if bAllowInterrupt == TRUE || !Is3DLoaded() playAnimation(closeAnim) else playAnimationandWait(closeAnim, closeEvent) ; Animate Closed endif trace(self + " Closed") isOpen = false gotoState("waiting") endif isAnimating = false endFunction Edited July 24, 2012 by steve40 Link to comment Share on other sites More sharing options...
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