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
;************************************