kriegerseele Posted July 25, 2019 Share Posted July 25, 2019 Hey folks, long title, simple objective- well, sort of... I want the sealed vault door to be open by default, so that i don´t need to use the pipboy at all- but i didn´t find a way to do that.The whole opening scene already should have happened, when the player arrives the door...any ideas? Link to comment Share on other sites More sharing options...
SKKmods Posted July 25, 2019 Share Posted July 25, 2019 The opening animation will only play when the object has 3D loaded in the active uGrids of the player which means the player is in vault 111. Else you get the error log Animation cant play as object is not loaded if you try to force it. I dont know if the door NIF can be static replaced in the open condition. You could add a script that fires when the player wakes up in the cryopod pVault111GearDoorREF.PlayAnimation("stage2") or just console [ 000330c3.SendAnimEvent "Stage2" ] Link to comment Share on other sites More sharing options...
kriegerseele Posted July 25, 2019 Author Share Posted July 25, 2019 Well thanks for the hint, but i´m not even sure how to create an script from scratch...would a bat file work as well? Link to comment Share on other sites More sharing options...
kriegerseele Posted July 25, 2019 Author Share Posted July 25, 2019 How would i set up a script like this? Help please... Link to comment Share on other sites More sharing options...
SKKmods Posted July 25, 2019 Share Posted July 25, 2019 (edited) Copy DefaultEmptyTrigger to yournameTrigger, add a new script to it and assign the property. ObjectReference Property pVault111GearDoorREF Auto Const Mandatory Event OnTriggerEnter(ObjectReference akActionRef) If (akActionRef == Game.GetPlayer()) && (pVault111GearDoorREF.Is3dLoaded() == TRUE) pVault111GearDoorREF.PlayAnimation("stage2") Self.Disable() EndIf EndEvent In post war vault 111 drop yournameTrigger and size to somewhere that is in the same loaded area as the vault gear door. The cryopod are should work, if not move it closer to the door. Edited July 25, 2019 by SKK50 Link to comment Share on other sites More sharing options...
kriegerseele Posted July 25, 2019 Author Share Posted July 25, 2019 Thanks a bunch, will try it out... Link to comment Share on other sites More sharing options...
SKKmods Posted July 26, 2019 Share Posted July 26, 2019 Just be aware that doing this may disrupt the main quest which may register and wait for an animation event it will never see. If that happens and you don't want to hack the main quest around you will need some complex wrapper scripts. Link to comment Share on other sites More sharing options...
kriegerseele Posted July 26, 2019 Author Share Posted July 26, 2019 Ok, i´ve tried to set up an activator containing your script, but i´m not sure how to configure the properties correctly- making a script mod is new for me.What exactly i have to do? Thanks for the advise and your patience... Link to comment Share on other sites More sharing options...
kriegerseele Posted July 26, 2019 Author Share Posted July 26, 2019 Functions flawlessly- works like a charm...thanks again. Link to comment Share on other sites More sharing options...
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