Jump to content

Return a lift to its original position. See details...


Recommended Posts

I didnt even know lifts like that were even possible in the game.. Are you using a custom mesh for the platform that makes it so the player's collision updates along with it?

It can be done with any static mesh vanilla or custom, you just have to set in NifSkope the Collusion and Movement type, in older version of NifSkope those two options weren't available ( 4+-5 years back ).

Link to comment
Share on other sites

I didnt even know lifts like that were even possible in the game.. Are you using a custom mesh for the platform that makes it so the player's collision updates along with it?

 

Yes it can be done as maxarturo says. Don't use the latest version of Nifskope 2.0 Dev 7, this version has less options for changing STATIC and MOTIONSYS nodes. Use Nifskope 2.0.0 Pre-Alpha6 allows for more changes and you NEED those.

If you look through my posts, I posted something along the lines of a subject 'Animating Statics'. In that thread I post a link to a video by Darkfox….something on Toob. He does a complete tutorial on how to animate static objects.

Here's some example videos from my mod.

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134455&parId=B60C11D037429D8E%21191&o=OneUp

 

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2134454&parId=B60C11D037429D8E%21191&o=OneUp

 

These are simple translations along the X or Z axis. As I said that Darkfox dude on Toob does some great stuff. He raises entire structures from underground, rotates them and scales them as they translate.

Edited by antstubell
Link to comment
Share on other sites

" Confusing part is this only happens the first time player exits and re-enters the mine. After that the OnCellDetach script is executed every time. "

Try installing your mod > running the game > make a new save > and load that save.

If it this doesn't happen, then you have nothing to worry about, just in you mod's page in installation warned them to make a " New Save " and " Load " that save, so that scripts are registered correctly.


A second way to ensure that the lift ( your last lift ) works as you want is to make a secondary script ( so that your other lifts don't get affected by this ), and remove the state " Busy ", been in that state it's what actually is priventing to fire the other " Event " when the Player leaves the cell.

Link to comment
Share on other sites

Just a quick one here, kind of off topic but here goes. Watch video... I don't want the Activate message to appear after activation. The sconce itself is the activator. I know by using an invisible activator I can delete self after activation but I can't delete the sconce.

https://onedrive.live.com/?cid=B60C11D037429D8E&id=B60C11D037429D8E%2137522&parId=B60C11D037429D8E%21191&o=OneUp

 

 

ObjectReference Property MarkerDis Auto; used if a marker needs disabling
ObjectReference Property MarkerEn Auto; used if a marker needs enabling
ObjectReference Property MMarkerEn Auto; enable map marker
Light Property HasTorch Auto
ObjectReference Property LSource Auto; used if a light source needs enabling or disabling
Message Property EquipTorch Auto
Message Property NeedFlame Auto

Auto State Waiting
Event OnActivate(ObjectReference akActionRef)

If Game.GetPlayer().GetEquippedItemType(0) == 11
MMarkerEn.Enable()
MarkerDis.disable(); optional
MarkerEn.enable(); optional
LSource.enable(); optional
; player has torch equipped candle lights

ElseIf Game.GetPlayer().GetItemCount(HasTorch) >= 1
EquipTorch.show()
; player has torch but not equipped

ElseIf Game.GetPlayer().GetItemCount(HasTorch) < 1
NeedFlame.show()
; player does not have a torch at all

EndIf

EndEvent
EndState

 

Link to comment
Share on other sites

Since it's an "Activator " the " E Activate " can't be remove, you can only overwrite it to show something else ( like you already did ).

What you can do is, after Activation "Disable" the Activator and "Enable" a static sconce in its place ( in the same script ).


* Just a TIP (if you don't already know this): don't use fade ( disable(true) ) and first enable the Static Sconce then disable the Activator, so that you can't see the swap.

Both should be in the same exact position, place the first sconce then copy/paste all X,Y,Z to the other one.

Edited by maxarturo
Link to comment
Share on other sites

I didn't know about ( disable(true) )

Nevertheless the swap is unnoticeable as it is.

As for the lift issue the only way I can see around it, tried translating by OntrigEnter at the entrance to the cell so lift is already up - doesn't make a difference, is.... to make another translateto script, already running two, without a BUSY state, as you suggested.

BTW I tried your mod XamMaximus last week, I was level 35 and got slaughtered in the first room. So many f-ing enemies.

Thanks for your help.

Link to comment
Share on other sites

Well, you know what's the best way to set up your lifts.


disable() - enable() = pop out - pop in

disable(true) - enable(true) = fade out - fade in



---------------------------------------------------------------------------------------------------------------------------------------



As for my mod:

It's a Medium to High level and combat oriented mod, and makes the use of strong followers absolutely necessary !, also makes absolutely necessary the use of all Skyrim character's arsenal !.

Plus, it force you to strategize your fights in order to be able to proceed, you can't just walk in blind and expect to fight them all alone, even if you have the strongest of weapons or magic.

I didn't want to do exactly the same thing that everybody else are and keeps doing over and over again ( and it's been done thousands of times... ).

Make a dungeon > place a Boss > fight the Boss > earn regard > end mod.


If you didn't like this one, then you will HATE the one i'm working on !.

It won't have so many enemies to fight together " simultaneously " (except in three parts of the mod where all hell will break loose).

It's mostly concentrated in forcing the player to THINK before rushing in into combat " STRATEGIZE "!!.


Especially the last Boss Fight.

If you are not at a high level + have at least 2 strong followers + all of you been equipped with strong enchanted weapons and armors + have at least all the basic shout unlocked + have access to all schools of magic + STRATEGIZE + SYNCHRONIZE.

( so even if you use cheats, it won't be much of a help here, actually it will have no impact whatsoever ).


Either way, you will be in for a bad... bad time !!.


I've created the hardest Boss fight ever created in a mod ( or at least from all the mods i've played ), " Boss Fight and Puzzle, merged ".

The main focus of this quest mod is to kill you with any and all posible ways !, and to make you spend countless hours playing it !.



* I have burned million of brain cells and made dozens of schematics for each puzzles and main fights, to cover all and every possible outcome !....



Have a happy... Happy modding !!.

Edited by maxarturo
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...