Zorkaz Posted November 17, 2020 Share Posted November 17, 2020 I have a menu with two options for teleporting (On a book)The teleport marker is an activator flagged with "MustPersist"Yet when I teleport to the Commonwealth I get stuck and can't move. Any ideas? Event OnRead() TeleportMarkerCommonwealth.moveto(PlayerRef) Int iButton = TMMapMenu.Show() If IButton == 0 PlayerRef.moveto(TeleportMarkerSwamp) Elseif IButton == 1 PlayerRef.moveto(TeleportMarkerCommonwealth) Endif EndEvent Edit: Appearantly it's because the book never closes so you get stuck So new question: Any good ideas to solve this problem? Link to comment Share on other sites More sharing options...
Zorkaz Posted November 17, 2020 Author Share Posted November 17, 2020 For reference: A way that also not works is by creating a repeatable dummy quest with the menu in it Book Script: Quest Property TMBookQuest Auto Event OnRead() TMBookQuest.start() EndEvent Quest Script Quest Property TMMapQuest Auto ObjectReference Property TeleportMarkerCommonwealth Auto ObjectReference Property TeleportMarkerSwamp Auto Actor Property PlayerRef Auto Message Property TMMapMenu Auto Event OnQuestInit() TeleportMarkerCommonwealth.moveto(PlayerRef) Int iButton = TMMapMenu.Show() If IButton == 0 PlayerRef.moveto(TeleportMarkerSwamp) TMMapQuest.completequest() TMMapQuest.stop() TMMapQuest.reset() Elseif IButton == 1 PlayerRef.moveto(TeleportMarkerCommonwealth) TMMapQuest.completequest() TMMapQuest.stop() TMMapQuest.reset() Endif EndEvent Issue: The Menu still shows up while reading the book Link to comment Share on other sites More sharing options...
Zorkaz Posted November 17, 2020 Author Share Posted November 17, 2020 For reference: The (Clunky) Solution Create a persistent and "Intially Disabled" Triggerzone with the travel menu in it Book Script: ObjectReference Property TMMapTrigger Auto Actor Property PlayerRef Auto Event OnRead() TMMapTrigger.enable() TMMapTrigger.moveto(PlayerRef) EndEvent Trigger Script: Scriptname TMBookTriggerScr extends ObjectReference ObjectReference Property TeleportMarkerCommonwealth Auto ObjectReference Property TeleportMarkerSwamp Auto Actor Property PlayerRef Auto Message Property TMMapMenu Auto Event OnTriggerEnter(ObjectReference akActionRef) if akActionRef == Game.GetPlayer() TeleportMarkerCommonwealth.moveto(PlayerRef) Int iButton = TMMapMenu.Show() If IButton == 0 ;PlayerRef.moveto(TeleportMarkerSwamp) Game.FastTravel(TeleportMarkerSwamp) Self.disable() Elseif IButton == 1 ;PlayerRef.moveto(TeleportMarkerCommonwealth) Game.FastTravel(TeleportMarkerCommonwealth) Self.disable() Elseif IButton == 2 Self.disable() Endif Endif EndEvent Link to comment Share on other sites More sharing options...
dylbill Posted November 17, 2020 Share Posted November 17, 2020 You might be able to force close the book with EnableMenu(False) https://www.creationkit.com/fallout4/index.php?title=EnableMenu_-_InputEnableLayer In a mod I'm making for Skyrim I do something similar with Game.DisablePlayerControls()Game.EnablePlayerControls() which force closes the menu. Link to comment Share on other sites More sharing options...
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