Jump to content

Super basic noob question about doors, apologies


amokrun1

Recommended Posts

First time delving into GECK, I have always used xedit so again apologies for this noob question.

 

I am trying to get two mods to work together that edit the same building. With both installed, the same door has two teleport cells. Where you point the crosshair on the door determines which cell you will enter. I am trying to remove one of them completely. I tried deleting the door, which actually worked in some cases but doesn't here. What I would like to know is how to get my plugin to override one of the mods by removing the door teleport cue from one of the mods(thereby leaving the desired one in the game).

 

I have tried a variety of other things with weird results, like a door that swings open to reveal a brick wall. Any help would be greatly appreciated.

Link to comment
Share on other sites

You don't want to actually "delete" anything that already exists in the game, as that will cause problems for other mods or the base game. Instead move it to an inaccessible location (such as deep under the surface but above -30,000 z-axis), and then place your "replacement" (if any).

 

I have not heard of anyone attempting to make a door "multi-destination" depending upon where you point the cursor. From my (limited) understanding, all "doors" are simply "teleport" markers to a fixed destination with an "artwork" as desired. You might be able to set a "marker" which would then run a script to then trigger the intended teleport ("moveto"), but that would not be a standard "door".

 

The basic process you are attempting (getting two or more mods to work together) is called a "compatibility patch". Please see the wiki article "Compatibility Patching" for the basic process. There is also the "Multiple file Merge-Up Procedure" article for a more complex example with three "master" plugins for the patch.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...