NexusComa Posted March 21, 2019 Share Posted March 21, 2019 Didn't see IsharaMeradin was already helping you here. I'll step back and let the master handle this. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 21, 2019 Share Posted March 21, 2019 Didn't see IsharaMeradin was already helping you here. I'll step back and let the master handle this.ROFL! I am no master!! I already stated that I was deferring to others on the whole porting from one location to another thing. If you have something that you believe is viable, please do share. Do not refrain simply because you see my username. Link to comment Share on other sites More sharing options...
NexusComa Posted March 21, 2019 Share Posted March 21, 2019 This is messy stuff. Easy to break the messenger quests when you keep porting around. In the end you can't tell your custom cell what cell it links to and that can cause the problems. Link to comment Share on other sites More sharing options...
ElrolEyno Posted March 22, 2019 Author Share Posted March 22, 2019 Quick question, do any of you know of a portal object, like just a door object that I could use. I am not sure what they would be called in the creation kit XD Link to comment Share on other sites More sharing options...
ElrolEyno Posted March 22, 2019 Author Share Posted March 22, 2019 And if I cant do this, would it be better to just add a bunch of secret rooms to existing dungeons and have them contain loots? Link to comment Share on other sites More sharing options...
maxarturo Posted March 22, 2019 Share Posted March 22, 2019 (edited) Why don't you simplify things : 1) If your containers are placed in a specified predefined location (static) so are the spawning doors. 2) All spawning doors should be in a "disable state" in a specified and predefined ststic location. (near - next to the container) 3) All doors should get in a "enable state" only after the use of each Linked container. * The container's Script should have a "enable/disable" Ref functions pointing to the pair container "door". 4) All doors will return to a "disable state" after exiting the "loot cell". 5) The exit door's "disable state" will be trigger after exiting the "loot cell" and should be linked to a "trigger box" also in a "disable state" and predefined stastic location (exactly in the exit position of the "loot cell") that its "enable state" wil be enable from the "loot cell". * The trigger box should handle the "disable state" of the EXIT door. 6) No need all doors to be linked to one single door in the "loot cell", each door should have it's own pair door in the "loot cell". The positives of such configuration are that: 1) You can finalize Navamesh and followers can follow. With your first option they can not, this also applies to compass and quest markers. 2) Is much more simpler and less confusing to build. * The CK has a bunch of doors you can use. Edited March 22, 2019 by maxarturo Link to comment Share on other sites More sharing options...
ElrolEyno Posted March 22, 2019 Author Share Posted March 22, 2019 Well the goal of this mod is to have it spawn randomly in each dungeon, that being said, what I was hoping was to have the activator item be added to a random containter in the dungeon, when the player activates the container that has the item it would open a diaglog box, if they had the key then they can click one option to go to the secret room, if not then the menu closes and they go on thier way. So having the doors set in each dungeon would not be what I would need. as for followers coming with, i dont think that they would be needed since the room would only have loot, The main reason I wanted to make this was to have a reason to revisit old dungeons but I suppose that I could spend weeks going through and adding secret rooms to each of the dungeons. Link to comment Share on other sites More sharing options...
maxarturo Posted March 22, 2019 Share Posted March 22, 2019 (edited) Well this need a little more thinking... But maybe you could attach a script to the "option" that takes you to the loot cell, a script like this one : (teleport the player instead of using doors or portals - the same principle applies for the loot cell > to exit cell) Scriptname aXMDbuttonTeleportScript01 extends ObjectReference ObjectReference Property TeleportMarker auto GlobalVariable Property LexiconPlaced auto Event OnActivate(ObjectReference akActionRef) if LexiconPlaced.GetValue() == 1 Game.GetPlayer().MoveTo(TeleportMarker) else Debug.Notification("Nothing happens") endif EndEvent I made this simple script (haven't use it jet but it's tested) to be attached to a button or lever & be linked to a lexicon stand, you can modified it to react upon triggering the "option", and you will only need to set one "teleport Marker" in the loot cell and at least one for the return - exit. Edited March 22, 2019 by maxarturo Link to comment Share on other sites More sharing options...
ElrolEyno Posted March 23, 2019 Author Share Posted March 23, 2019 Interesting, Well that was one of the things that I was looking at, but I wasnt sure how to attach scripts to the buttons of a message object. I will give that a shot and report back. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 23, 2019 Share Posted March 23, 2019 Interesting, Well that was one of the things that I was looking at, but I wasnt sure how to attach scripts to the buttons of a message object. I will give that a shot and report back.When maxarturo said "button" he meant an actual placed object that one can interact with like a "dwemer button". You cannot attach scripts to the "buttons" of a message. What you can do, however, is add script commands to be processed when a message button is pressed. Here is a tutorial with example: http://wiki.tesnexus.com/index.php/Skyrim_Messagebox_Menu_Tutorial Link to comment Share on other sites More sharing options...
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