Okiir Posted October 15, 2012 Share Posted October 15, 2012 I recently released a mod, the Halls of Dovahndor. The thing is that I want this player home to be available only when the player has defeated Alduin. The way I want to do this is to have the Portal itself "initially disabled", so that it's not visible in-game before you kill Alduin. Some time ago I asked on an other forum and got this answer: Mark the reference you need as "initially disabled". Then go to the quest you want to trigger the reference. Go to quest aliases tab --> define new alias --> specific reference --> select your reference --> mark "allow disabled" --> call it "myCastle" Go to the final stage of the quest (usually the one marked as "complete quest"). In the papyrus fragments part of the window, after everything but before the stop() line (if present), write this: Alias_myCastle.GetReference().Enable() This method seemed to be working perfectly. I loaded a game before I had defeated Alduin, went to the Portal and it was not there (as intended). I then defeated Alduin, completed the Main Quest, and traveled to the Throat of the World and the portal had appeared! However, When I later loaded a game where I had already defeated Alduin, the portal was gone. It seemed that when I loaded the game where Alduin had already been defeated the game didn't register it, and the portal remained disabled. So, do anyone know how I can make this work? Thanks Link to comment Share on other sites More sharing options...
dupa999 Posted October 15, 2012 Share Posted October 15, 2012 (edited) Hi, I have similiar problem with my mod, so we should unify our efforts to work out a good solution. ;) At the moment I realized the entry with a locked door, which will be unlocked only if the given condition is reached.Unlocked doors stay unlocked, even if you restart the game. Are you shure your portal object ist not set to "respawn" ? I think respawning will override the script settings done ingame. How about putting the portal inside a small dungeon or building, where the access is restricted with locked doors, until you have defeated alduin ? BTW awesome mod, looks great :D Regards,D. Edited October 15, 2012 by dupa999 Link to comment Share on other sites More sharing options...
littleork Posted October 15, 2012 Share Posted October 15, 2012 The problem is, since alduin was already defeated, the modified version of the script never ran on this save game. You might want to do a script that run when that game load for the first time with the mod that will look if alduin quest was completed, and if it is , it enables the portal. Link to comment Share on other sites More sharing options...
Okiir Posted October 15, 2012 Author Share Posted October 15, 2012 The problem is, since alduin was already defeated, the modified version of the script never ran on this save game. You might want to do a script that run when that game load for the first time with the mod that will look if alduin quest was completed, and if it is , it enables the portal. Yeah I figured it was something like that. Thing is that I'm not very familiar with the scripting aspect of the Creation Kit, so I'm not sure how I should do this. Link to comment Share on other sites More sharing options...
Athelos Posted October 15, 2012 Share Posted October 15, 2012 The problem is, since alduin was already defeated, the modified version of the script never ran on this save game. You might want to do a script that run when that game load for the first time with the mod that will look if alduin quest was completed, and if it is , it enables the portal. Yeah I figured it was something like that. Thing is that I'm not very familiar with the scripting aspect of the Creation Kit, so I'm not sure how I should do this. Well a post-load check script would do the trick, script would check if MQ305 has been finished on said save and enable the gate. As I said in the mod comments, still discovering Skyrim scripting myself, but I will write some scripts and do some testing on the ESP and send you any results that I find. Seems the pre-alduin defeat keeps it persistent, yet loading a save where he has already been defeated means the script never executed. Unless of course you meant that you beat him, it showed up, then disappears when you later load the same save after having defeated Alduin. As I said, I'll try and work on a "on-load" check script. Also, it would be kickass if you'd think of releasing a seperate optional download to allow for married companions to live there, seperate from the mod itself in case peeps think it aint "Lore Friendly." Link to comment Share on other sites More sharing options...
dupa999 Posted October 15, 2012 Share Posted October 15, 2012 (edited) What about my idea with key locked doors ? Game loaded quests and scripts sometimes do not fire properly due to engine bugs, if I know. If you give the player a door-key he is always able to reach the portal, cause the key stays in his inventory. EDIT: other idea, how about portal activator ? Let the portal stay all the time, but add an activator thing, which is full scripted and opens the portal only if alduin is already gone. Like it's done for the one portal in Dawnguard DLC. P.S. Could you explain, how you are checking if the main quest is finished ? I need this for my door, at this time I'm only able to check player level. Edited October 15, 2012 by dupa999 Link to comment Share on other sites More sharing options...
Okiir Posted October 15, 2012 Author Share Posted October 15, 2012 What about my idea with key locked doors ? I'm not sure that would solve the problem. I could just as well lock the portal. Plus, I don't want to move the location of the gate. But thanks for the suggestion :) Well a post-load check script would do the trick, script would check if MQ305 has been finished on said save and enable the gate. As I said in the mod comments, still discovering Skyrim scripting myself, but I will write some scripts and do some testing on the ESP and send you any results that I find. Seems the pre-alduin defeat keeps it persistent, yet loading a save where he has already been defeated means the script never executed. Unless of course you meant that you beat him, it showed up, then disappears when you later load the same save after having defeated Alduin. As I said, I'll try and work on a "on-load" check script. That would be awesome, thanks :) Also, it would be kickass if you'd think of releasing a seperate optional download to allow for married companions to live there, seperate from the mod itself in case peeps think it aint "Lore Friendly." I actually plan on making the home fully companion-friendly for the next version. That version will also most likely mark the end of the beta. I don't plan on making the mod itself spouse-compatible, but the "Spouses Can Live Everywhere" mod will probebly work when the NavMash is in place. Link to comment Share on other sites More sharing options...
dupa999 Posted October 15, 2012 Share Posted October 15, 2012 (edited) Did you even read my edit notes ?How about an activator object for the portal (you do not have to move it)? And Yes, the activator script solves the problem. I have already implemented it into my mod.Works fine, even if you restart or reload the game. All I need is the check, if the main quest is finished. Edited October 15, 2012 by dupa999 Link to comment Share on other sites More sharing options...
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