Elementargewalt Posted July 25, 2020 Share Posted July 25, 2020 Hi, i´m working on a mod that changes the vault escaping and i need to know, how to make it so, that it is virtually unnessecary to run through all quest stages to trigger the elevator to come down. I´ve done something similar with the vault 111 main security door, by placing an activator which runs a script, that force the respective animation event to trigger, so, that this door is open by default- but by doing that, the elevator won´t come down and i need to fix this...anyone has an idea? Link to comment Share on other sites More sharing options...
SKKmods Posted July 25, 2020 Share Posted July 25, 2020 The MQ102 quest, vault animations and triggers are a complex nest of dependencies, but the vault door can easily be opened just by sending the animation command without affecting the elevator. Look at my Open Anything mod (or Fast Start New Game, or Fallout 4-76 done this multiple times) all open the door without messing the elevator. Check your mod esp in xEdit you have probably touched one of the elevator triggers. Link to comment Share on other sites More sharing options...
Elementargewalt Posted July 25, 2020 Author Share Posted July 25, 2020 Thanks SKK50 for all these ideas, but i want to make this in a way, that one does not need any in-game item to open a door, or activate an animation sequence-i want this to feel as natural as possible. Link to comment Share on other sites More sharing options...
SKKmods Posted July 25, 2020 Share Posted July 25, 2020 I am not suggesting you NEED an in game item, but using three different mods I have made to demonstrate what you want to do is possible if you are careful in how you handle the existing scripts/triggers or how you replace them. Both vault doors AND elevators are manged by all three mods if you look at them, they use objects, triggers or events to run the animations. ps What you TOTALLY CAN NOT do is play the animations when 3D is unloaded (the Objects are outside of the player's uGridsToLoad) to set the default state of animations. That is a hard fact. Link to comment Share on other sites More sharing options...
Elementargewalt Posted July 25, 2020 Author Share Posted July 25, 2020 Ok i understand what you´re saying- i will fiddle a little bit around with these mods in XEdit and see what i can do...thanks a bunch! Link to comment Share on other sites More sharing options...
Elementargewalt Posted July 25, 2020 Author Share Posted July 25, 2020 Something really weird is going on- it seems like the elevator stopped working (and in fact the whole mesh of the animated fence/ platform disappeared) not because i touched a elevator related trigger, but because i removed quiet a few things in the vault and added new ones here and there. But the things i removed and/or added shouldn´t have any influence on the function of the elevator...what is going on? When i delete the changes i´ve made in the Temporary sub-section of the cell in XEdit, the elevator works normal... Link to comment Share on other sites More sharing options...
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