TGBlank Posted April 21, 2009 Share Posted April 21, 2009 I have been experimenting a bit with lock command.. while npcs don't mind already locked doors, console-locked doors are unpassable by them it seems.There's no need for a gun, there are two other ways to do this (both require fose):One is using a perk.The other is having an aid item, or a quest monitoring the keyboard, and adding an actor effect, who's base effect is a script, the script would be an effect script roughly like this: scn tgbdoorcloser ref target ref key short type Begin ScriptEffectStart set target to getcrosshairref if (target) set type to gettype target if (type == 28) set key to GetOpenKey target if (key) if(player.getitemcount key && target.GetOpenState == 3) target.lock 10 endif endif endif endif End (note: this is assuming fose's getopenkey returns something meaningful when the door has been opened already) Should work with any and all doors that are activated directly (not through panels or terminals or switches). Link to comment Share on other sites More sharing options...
Davidheat Posted April 22, 2009 Author Share Posted April 22, 2009 I see, Well lets just hope for the best, and maybe this mod well work, And Sorry i don't know how to use G.E.C.K very well, and i have no idea how to use F.O.S.E. with G.E.C.K. am still trying to lean Link to comment Share on other sites More sharing options...
TGBlank Posted April 22, 2009 Share Posted April 22, 2009 *using* fose is just a matter of copying 3-4 files. -.-And fose is sort of required for this, so you can use getcrosshairref. If anybody feels like creating an aid item, that adds a 0 duration actor effect, that uses a script base effect, whose script is what i posted. Feel free to use given proper credits. Havent tested it tho. Link to comment Share on other sites More sharing options...
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