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Found 3 results

  1. I'm not exactly sure if I hit the right subtopic here. Anyway, I am making a cool little mod no one has made but that I thought would be incredibly useful for everyone here that STILL plays Oblivion. I wrote a Object Activator script for this object I'd like people to activate with a button (like opening a door). In order to buy a lantern. ScriptName TheWhispersBuyLantern Short Choice Begin OnActivate Set Choice to GetButtonPressed if(Choice != -1 && IsActionRef Player) if(Choice == 0);yes if(Player.GetGold >= 100) ;give lantern and msgbox MessageBox "Enjoy your new lantern! You can always come back and buy another one if you lose this one." ;give goes here endif elseif(Player.GetGold < 100) MessageBox "It appears your coin purse is a bit light." ;Leave endif endif elseif(Choice == 1);no ;rid of menu endif endif elseif(IsActionRef Player == 0) ;NPC activated, do nothing endif end However when I walk into the place where the activator is, it acts like a static object. My nif file (completely custom from the ground up mesh) for the object works perfectly, but it doesn't have collison. What I mean by it acts static, is you cannot activate it with a button or anything and when you look at it that icon doesn't show up showing you you can activate it (like an altar). I compared my code to the altar code and it's pretty close in concept. I really hope it's not my nif file. Does the game need collision activated on the mesh in order to register that the player is looking at it in order to prompt for activation? What's going on here? Yup it's my nif file. I believe it needs collision because I switched the activator nif with some random nif in my mods here and it worked. I opened that nif in nifskope and it has collision hulls right where my mouse was that made it work. Alrighty so it'll work if I just scribble in some collision here. Code doesn't work properly though, gotta put that OnActivate Code back in GameMode. Solved, I just had to add collision and all the flags for it in Nifskope and now it works! Thanks!
  2. Hiya! So, I don't necessarily want to now exactly how to type my up script, but I would like a pointer in the right direction. I have an activator that uses the dwemer door nif file. It is linked to a chest, and when I click it, the door opens, the window for the chest comes up, and that all looks cool. However, when I CLOSE the chest, the doors still stay open. How would I go about setting it to wait, maybe 2 or 3 seconds, and then do the close animation? It might also help to know that attached to the activator is a script that turns lights on/off. So it would need to disable the lights when the door closed (you guessed it, it's a fridge door) If I use a chest when the door nif, of course it works great, but I want to link multiple doors to a single chest, and have them all animate =/ Is this even possible?
  3. Hey all! I'm using TES:V Skyrim for my college graduation project and I'm having trouble adding a certain functionality to my mod. I'm trying to make an already existing object "ShipWoodbeam01" into something the player can activate/interact with E. Is there a way I can do this? I've tried using a trigger and a collision box to make this activateable trigger thingie, but it didn't work. Thanks in advance! Edit: Changed title to solved so other people know there's a solution within
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