trashgarbage666 Posted June 2, 2019 Share Posted June 2, 2019 I know that in Oblivion, you could cast spells on doors to unlock them. That's essentially what I'm trying to do here. Only problem is I don't own Oblivion, so I can't crack it open and see how they did it. Link to comment Share on other sites More sharing options...
uhmattbravo Posted June 2, 2019 Share Posted June 2, 2019 Oblivion had unlock as a predefined spell effect. I don't think it's still present in FNV, but with a script effect spell, you can check quite a few things about a reference and you could most likely make a workaround that way to do what you're looking to do. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted June 3, 2019 Author Share Posted June 3, 2019 (edited) Huh! Looks to me like Lock and Open type Base Effects are still in the game. I didn't test them though, since I'm working with a script. The reason I was worried casting spells on non-actor entities might not work is because my script wasn't firing, and I couldn't figure out why. From what I can tell, my OnHit event handler wasn't getting along with the form lists I was feeding it. I worked around it by casting a spell on the player that stores whatever object they're highlighting in the crosshairs, checking if it's a door, and casting the spell on it from there. Thanks for the quick reply! (And sorry for the slow response, haha.) EDIT: Just as a sidenote, turns out the problem with my form list was that it had other form lists inside it. Didn't know that wasn't allowed! Edited June 3, 2019 by punchbattle Link to comment Share on other sites More sharing options...
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