NexusComa Posted March 23, 2019 Share Posted March 23, 2019 There is a round portal door you find at the end of most dungeons. It can''t be seen but if disabled then enable while player is within reach will port you nicely.You honestly don''t even need portal doors. As a .move to Xmarker will work for you in both cases. Link to comment Share on other sites More sharing options...
maxarturo 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 IsharaMeradin is right.I wasn't clear enough, i did meant that i use this script with an actual placed object, but when i said "modify" i meant "add script commands to be processed when a message button is pressed". (you can modified it to react upon triggering the "option")My bad sorry... Link to comment Share on other sites More sharing options...
ElrolEyno Posted March 24, 2019 Author Share Posted March 24, 2019 Its all good, I still have more work to do on the script, but the reason I was asking about a portal object was just to have it as the activatable object in the secret room to teleport the player to the xMarker, when they use the message to go to the secret room there wont be any object (other then the XMarker) moved.I was looking for the name of the portal object so I could find it in the kit and add it to the cell Link to comment Share on other sites More sharing options...
maxarturo Posted March 24, 2019 Share Posted March 24, 2019 (edited) Its all good, I still have more work to do on the script, but the reason I was asking about a portal object was just to have it as the activatable object in the secret room to teleport the player to the xMarker, when they use the message to go to the secret room there wont be any object (other then the XMarker) moved. I was looking for the name of the portal object so I could find it in the kit and add it to the cell1) You can still apply the same principle (teleportation) in the LOOT CELL if you attached the teleport script to an activator like a shrine (custom made or not), or a self made activator using "trigger boxes" (OnTriggerEnter or Activate Trigger), there are a lot of options and the only restriction is the lack of imagination. 2) You can use any door for this, there are different kinds of them, you might need to check yourself to see what fits your purpose. (portals as portals don't exists in CK)* But i think in your case something like an "Auto Load Door" , those are use in cave entrances, you don't interact with them (and are invisible - you can't see them in game) you just walk to it and they warp around you and teleport you to an other "Auto Load Door" or a simple "Door" (they need to have a "Teleport Door Marker" for the destination).* Or "Portal Gem Door" this need to be clicked by the player just like normal doors, and those have a nice visual FX on them. Edited March 24, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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