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Script: Having a second activation button


Zorkaz

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No, that's done via perks.

 

IIRC the perk must have a "perk entry point" which is called something like "add activation option". You can look up how the robot hack perks work, or the silver shroud perk (the one which allows you to place cards on corpses).

 

In there, you can configure conditions. In your case, you probably want to filter by your explicit door ID. Or, if you want it to work on different doors, put a keyword on all of them, and then use the "hasKeyword" filter.

 

 

There are two important things here:

- you must give this perk to the player via script. If you want this to work right away (as opposed to during a quest/after using something specific), you must check whenever the player exited V111 yet, and if not, wait until they have. Otherwise, exiting V111 will strip the player of all perks.

- if, for some reason, there are two perks which attempt to add activation options to the same object, at the same time, neither will show up. This means, be careful what you add activation options to, this could cause mod conflicts. Though, in your specific case, if you only want it to work on your specific custom door(s), it should be fine.

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Also the object you AddActivate must have a display name else it is not "activatable" so force it into a RefrenceAlias with a DisplayName set. Or be dirty and hack the base game form to give it a name :wink:

 

Exactly the issue I had with "Open Anything" to trigger animations on doors and activators.

 

ps oddly enough 2 AddActivates break, but 3 or 4 actually work.

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