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Lord_Volar

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Everything posted by Lord_Volar

  1. I'm trying to use the puzzle door from the temple of Auriel in the Dawnguard DLC (the one you use the pitcher to open) in a custom home of mine, without requiring any items to open and close it. The idea is that you would just activate the pedestal that goes with the door (lay your hand on it, for immersion purposes) and it would either open or close the door depending on it's current state. I've duplicated the door and pedestal activators, removed the scripts already attached to them and then tried copy-pasting the actual script used in the DLC minus the parts that mention having and using the pitcher but absolutely nothing happens when I activate the pedestal in-game. Below I'll post the script I'm using, and if anyone can help make this project of mine come together, I'll be eternally grateful. **Edit: I have finally succeeded in getting things working the way I want. The script below has been updated with the one I'm using to make it all work, I'll be leaving it here in case anyone else has need of it. At the end of the day it's just the vanilla script with a few lines deleted and a single value changed, but it might be useful to someone. Scriptname SecretSnowElfDoorScript extends ObjectReference {Script used to open/close the secret door by activating a controller.} import game import utility import debug miscObject property pitcher auto objectReference property myDust auto bool bInserted = false objectReference myLink ;************************************ auto State waiting Event OnActivate(ObjectReference akActionRef) if(akActionRef == game.GetPlayer()) gotoState("busy") myLink = getLinkedRef() if(!bInserted) if(game.getPlayer().getItemCount(pitcher) >= 0) bInserted = true myDust.activate(self) ShakeCamera(self, 0.3, 2) ShakeController(0.7, 0.7, 2) myLink.playAnimationAndWait("Open", "done") endif else bInserted = false myDust.activate(self) ShakeCamera(self, 0.3, 2) ShakeController(0.7, 0.7, 2) myLink.playAnimationAndWait("Close", "done") endif gotoState("waiting") endif endEvent endState ;************************************ State busy Event onActivate(ObjectReference akActionRef) ;busy animating endEvent endState ;************************************
  2. Hello everyone. I've come here looking for help with a very annoying bug I've run into concerning the water lod visible from inside Whiterun. I've posted on the Nexus forums and haven't found any help as of yet, so I thought I'd try my luck here. Basically, the water that's in the streams outside Whiterun doesn't show up from inside the city unless I TCL myself behind and above Dragonsreach. Whenever I'm close to where the lod should be, there's nothing but an empty ditch. I'll leave some pictures below demonstrating what it is I'm talking about, and if anyone can help at all, it'd be greatly appreciated. This image shows the problem, visible when standing on one of the towers of Whiterun's wall. This image shows the way things look from far back and above the city, with the lod working correctly.
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