Deleted49792561User Posted July 18, 2019 Share Posted July 18, 2019 I was trying to reverse engineer the Icewater Jetty from Dawnguard. I figured it out and got it working until i went to set it up with the Island I decided I wanted to put my house on. I put the island in a seperate worldspace, and have one boat in Tamriel (on Lake Illinalta) and one on the island (in its seperate worldspace). Every time I go to link up the two activators (which is crucial) the Creation Kit deletes the activator on the boat in Tamriel, but leaves the one on the island alone. I'm getting to the point on giving up because this is so frustrating. :wallbash: :wacko: Link to comment Share on other sites More sharing options...
TobiaszPL Posted July 18, 2019 Share Posted July 18, 2019 (edited) Activator with Script that use "MoveTo()" player? 1. Create XMarker ( Door Target location )2. Create Activator ( looking like door )3. Give this activator script with "MoveTo()" Function :x... Event OnActivate( ObjectReference QRef ) QRef.MoveTo( XMarker )EndEvent at least you dont have to fu** with Vanilla doors :D //Edit:they are still sometimes there but invisible...for me CK don't show Collision Boxes sometimes but they are still here Try to start game and use your door :P maybe it will work but you just can't see markers even M can't help with that BUG... Edited July 18, 2019 by TobiaszPL Link to comment Share on other sites More sharing options...
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