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[LE] Creating hidden room within interior cell shown AFTER (triggered by a lever)


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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.

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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.

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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 :)

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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...

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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 by NexusComa
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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.com
ObjectReference Property Marker Auto
;

Event OnInit()
If(Marker.IsDisabled())
GoToState("Disable")
Else
GoToState("Enable")
EndIf
EndEvent
;-----------------------
State Disable
Event OnBeginState()
Marker.Disable()
EndEvent
Event OnActivate(ObjectReference akActionRef)
If(Marker.IsDisabled())
GoToState("Enable")
Else
GoToState("Disable")
EndIf
EndEvent
EndState
;-----------------------
State Enable
Event OnBeginState()
Marker.Enable()
EndEvent
Event OnActivate(ObjectReference akActionRef)
If(Marker.IsDisabled())
GoToState("Enable")
Else
GoToState("Disable")
EndIf
EndEvent
EndState

;


Edited by NexusComa
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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.

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