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File Comments posted by dolphin66th
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I'm sure I can find a tutorial somewhere that would show me how to do that but I haven't really looked too much into the mechanics of how to enable/disable objects once a quest is finished. I'm kind of learning scripting as I go and I'm starting to get the hang of why it works and what's wrong when it doesn't work the way I want it to but for me it's a slow process. I gather it would be a fairly small script to do that but I'm not really sure how to go about it.
I'm guessing it would be something to the effect of:
Scriptname QuestScript Extends ObjectReference
{Enables the trapdoor on completion of the main questline}
ObjectReference Property Trapdoor Auto
Quest Property MQ305 AutoEvent OnQuestShutdown MQ305
Trapdoor.Enable()End Event
but I have no idea if that's even close to correct...
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4 minutes ago, ladyonthemoon said:
How do you explain the trap door to Skuldafn?
Maybe someone got stuck there ages ago and dug their way back to Skyrim, or used magic to create a passage? Okay, I'm reaching. And it could probably be classed as a game cheat as well (maybe not the most lore-friendly mod out there). I intended this for personal use when I started making it and I wanted a quick way to access Skyrim, but I liked the house enough when it was finished I decided to release after all.
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that would be awesome if you could I've been looking for some way to repack a BSA besides Archive.exe but every time I try google I get pointed back to that. Maybe I'm doing something wrong?
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hi; I seem to have problems when it comes to repacking the BSA (I'd be happy to reupload if someone can suggest a better tool to use. I have FOMM but I'm not really all that familiar with it other than for unpacking files). I have been using the Archive.Exe that comes with the CK and every time I try to repack one it crashes so when I uploaded here I packed the files separately to make sure they were included.
There are two ways in-game without using the console to access the cottage. The first, is the main entrance which is in Skuldafn, to the right of the main entrance in the Skuldafn courtyard. The second is in Riverwood; there is a trapdoor to the left of the sleeping giant inn (left when facing the inn from the road) past all of the fencing beside the guardwalk (covered walkway). I'll post a couple of additional screenshots below that should help.
Skuldafn Cottage
in Skyrim
Posted
Don't know why I didn't think of that, but then, I always seem to make things harder than they need to be
Reuploaded with the repacked BSA, thanks again!