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revostriker101

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  1. Septimus is the one who opens it. All he does is mix the blood in one spot, turns and walks up to the thing and it opens. It doesn't seem like he makes any movements, it just opens when he walks there.
  2. But then how do I form the script from that? I didn't even know that line of code was a reference to the DweRepository, rather a reference to the book itself. If I were to send you the exact file of the Repository, would you be able to look at it in nifskope and form some kind of new easier script that would open it?
  3. a.The object is the dwemer door thing in septimus signus outpost that when he mixes all the different bloods that you bring him, it opens up to reveal the oghma infinium. It's closed at first, but when he opens it, it spins multiple times and then opens up like a tunnel going through it. But I've downloaded nifskope to look but I can't seem to find the correct file. I must be looking in the wrong spot because all I see is downloaded mods. Can you give me the most likely path to the correct folder? b. I've looked through the scripts in the creation kit so many times for things like the quest code and the name of the object and everything. There are no scripts attached to the repository itself, so I'm not sure how it receives the command to open. I think it's from the quest, but either way it's way over my head. I actually found the correct file and opened it in nifskope, but I have no idea what I'm supposed to be looking at. There's some text about small gears and large gears and gear assemblys?
  4. Hey guys. I''m having a little trouble with an activator being used in my house mod. I'm trying to copy the repository (funny it matches this threads name, that's how I found this site!) from the septimus signus outpost. Now I'm VERY limited in Papyrus, did some Java, so I can understand what stuff does, but I can't come up with this one on my own. The repository doesn't have any scripts or any linked references or any active parents. It seems like the opening of it is controlled by the quest, but even then I can't find any kind of command to play it's animation. My main goal is to have the repository be opened and closed with the push of a dwemer button. Now I've tried copying code from other activations that play an animation, like what's in mzulft03 (the thing where you have to rotate the domes so the lights all focus on the correct spot). The code for that is... bool openNext = false bool closeNext = false Function _Open() openNext = false GoToState("Busy") PlayAnimationandWait("Open", "Done") GoToState("Opened") EndFunction Function _Close() closeNext = false GoToState("Busy") PlayAnimation("Close") GoToState("Closed") EndFunction Function Close() EndFunction Function Open() EndFunction Event OnInit() BlockActivation(True) EndEvent auto State Closed Event OnBeginState() BlockActivation(True) if (openNext) Open() endif EndEvent Function Open() _Open() EndFunction EndState State Opened Event OnBeginState() BlockActivation(False) if (closeNext) Close() endif EndEvent Event OnActivate(ObjectReference akActivator) if (akActivator == Game.GetPlayer()) GoToState("Busy") PlayAnimationAndWait("Trigger01", "Done") GoToState("Opened") endif EndEvent Function Close() _Close() EndFunction EndState ; defers open and close commands State Busy Function Open() openNext = true EndFunction Function Close() closeNext = true EndFunction EndState I really don't know what to do from here, I've basically tried to take existing code and change it around to fit my needs, but I can't seem to find a good template. Also, bonus points, would there be an easy way to make a chest that contains the same items found in other copies of that chest in different cells? For example, if I'm in Cell A with Chest A, and I put an object in that Chest A, and then I go to Cell B and look in Cell B, it'll have that same object. And when an object is removed from B, it's also removed from A. Is there an easy way to do this, or do I have to use Papyrus as well? Thanks everyone!
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