michiel412 Posted January 12, 2013 Share Posted January 12, 2013 Hello, I've been working on a mod now, but now I want an interior to change when the player's done with a specific quest. I thought I would have to make two interiors, and in some way script the door to change after the quest is done, but I have no idea how to do that. Is there an easier way, or, if not, does anyone know how to do this? Link to comment Share on other sites More sharing options...
Deleted1308005User Posted January 12, 2013 Share Posted January 12, 2013 depends on how big chances you're thinking about.Also, no script required. Take a look at how vanilla houses work.There's only one interior, everything is there, but the stuff become "enabled" once you're done with the purchase process. (Same thing works with quest as well) Link to comment Share on other sites More sharing options...
michiel412 Posted January 12, 2013 Author Share Posted January 12, 2013 Thanks for the quick response, it's no big change, it's in a cave, and "disabling" some rubble piles to give further acces would solve the issue. Link to comment Share on other sites More sharing options...
michiel412 Posted January 12, 2013 Author Share Posted January 12, 2013 Ok, my plan to fix this didn't work. I made the rubble pile that needed to be removed a quest alias, and at the correct stage, I added the script line "Alias_Rubble.GetReference().Disable()", but that didn't work. Anyone else have an idea how to do this? Link to comment Share on other sites More sharing options...
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