eskulap188 Posted April 18, 2020 Share Posted April 18, 2020 Hi. I'm thinking of making hidden area within one interior cell, but whats remain hidden even if someone use console to get there. And there is door leading there (no transition though).Like for example an interior cell with house, and within this house is hidden room, to which leads door opening like simple door, by lever or a switch. To make a quest that depends on not knowing whats behind that door i need this room to be hidden, even on the map. And AFTER using that switch/lever it becomes visible. And this is still in one single cell. Is there any way to do SO? I'm a newbie in modding, so please be gentle. Link to comment Share on other sites More sharing options...
Gerheardt Posted April 18, 2020 Share Posted April 18, 2020 Hello! I can partly help you on that matter. To hide it from the map, in the CK, you have to place a "black plane" over the region that you want to hide from the map. This, was the part i knew. Now, to show this region when entered or with a lever, i'm suspecting you have to use scripts (probably already existing in game) to make the black plane to disappear if the lever is touched. Few dungeons uses that in game, as i recall. I don't recall which ones though, because otherwise, i'd take a look at how it's made so i could explain it to you. Link to comment Share on other sites More sharing options...
eskulap188 Posted April 18, 2020 Author Share Posted April 18, 2020 Yeah, i considered IT, but still that part of cell can be seen, with tfc or tcl if a gamer is cheeky, and im planning to make real adventure that console has no power over...Unfortunately I havent mastered scripting (yet)Thanks for reply :) Link to comment Share on other sites More sharing options...
NexusComa Posted April 18, 2020 Share Posted April 18, 2020 You can't stop people cheating or using the map. That black cover is the best you can do. The other option would be to make an extra cell. You can hide levers on the map. Link to comment Share on other sites More sharing options...
Gerheardt Posted April 18, 2020 Share Posted April 18, 2020 With scripts, you could also make the whole room appear with a lever, just like the way it works when you buy a house, then, when you decorated a room, everything appears in the room. Still, it's scripting and i only know a tiny bit about this specific system. They could console command the lever anyway...so... Link to comment Share on other sites More sharing options...
NexusComa Posted April 18, 2020 Share Posted April 18, 2020 (edited) That stuff was already there. Just in a not-enabled state. When you buy the upgrade the script just enables them. It's easy to tie many objects to one XMarker and just enable the Xmarker. Oh I get what you're saying ... drrr. Ya you could do that and it would not show on the map. Good thinking! Edited April 18, 2020 by NexusComa Link to comment Share on other sites More sharing options...
NexusComa Posted April 18, 2020 Share Posted April 18, 2020 (edited) You could try to set the room and everything in it to disabled. Then link them to an XMarker that is also disabled with the Enable Parent tab.Drop this script on your lever and link it to the XMarker via the Marker input on the script. See if that works out for you. Should cover everything you asked for. Scriptname 1111_Enable extends ObjectReference;* Marker Enable/Disable * By: NexusComa * ; nexusmods.comObjectReference Property Marker Auto;Event OnInit() If(Marker.IsDisabled()) GoToState("Disable") Else GoToState("Enable") EndIfEndEvent;-----------------------State Disable Event OnBeginState() Marker.Disable() EndEvent Event OnActivate(ObjectReference akActionRef) If(Marker.IsDisabled()) GoToState("Enable") Else GoToState("Disable") EndIf EndEventEndState;-----------------------State Enable Event OnBeginState() Marker.Enable() EndEvent Event OnActivate(ObjectReference akActionRef) If(Marker.IsDisabled()) GoToState("Enable") Else GoToState("Disable") EndIf EndEventEndState; Edited April 19, 2020 by NexusComa Link to comment Share on other sites More sharing options...
Gerheardt Posted April 19, 2020 Share Posted April 19, 2020 Might be of use for me too... Where are we supposed to put that script? On the lever's edit menu, in the scripts tab? For the X-Marker and enable parent stuff i should be ok, tho. already work on something using them. Link to comment Share on other sites More sharing options...
NexusComa Posted April 19, 2020 Share Posted April 19, 2020 Yes on the lever. It has one property you have to fill in one on the lever. Set that to the XMarker. Link to comment Share on other sites More sharing options...
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