EnablingDisabling specific Statics with Papyrus Scripts

Post » Mon Jun 18, 2012 9:57 am

Hey folks!

While exploring the functionalities of the Creation Kit I stumbled on a small, but time consuming problem. I set some ruins into overworld and created a quest around it, where you're supposed to meet a builder who rebuilds the ruin into your new house. Simple so far.

My idea was, do set the rebuild house static into the exact same place as the ruin, disabling it initially, and change the enabled/disabled-status via script, if the quest's stage reaches 20.

My problem is: I can't find a way to reach these specific statics with my quest script. I thought I should create a static property and assign a value with a unique Reference Editor ID (doubleclicking on the static in the Render Window and assigning it specifically for this instance) but the menu offers me only the overall references of all statics.

Then I thought I should make a script working on the ruin/rebuild house, that's triggered when my quest changes state, but there seems to be no such event.

I'm stuck for some hours now, so I'd be glad if someone could give me the right idea. The new scripting style confuses me alot at the moment.

Many thanks!:)
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Lou
 
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Post » Mon Jun 18, 2012 1:28 am

Usually you can't script statics. They are static (they don't change). You will probably need to replace it with an activator instead.
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teeny
 
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Post » Mon Jun 18, 2012 1:55 pm

Thanks for the tipp, I hate it to say, but in this moment I found what I was looking for (everytime I give up and ask the question in public the solution presents itself to me 5 minutes later...*sighs*)

The property I needed to create was ObjectReference. Via the Dialogmenus of my quest I could assign a specific object inside a specific cell...

Thanks anyway!
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James Rhead
 
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