Magic Door Barrier Part

Post » Wed Jun 20, 2012 10:03 am

I've come across a piece I'd like to use but there is more to it than just placing it.

The piece is called "FXDA16BarrierDoor".

I know I remember seeing it in the game but I don't remember what location.

Does anyone know how to use this piece?

Thanks!
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Arnold Wet
 
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Post » Tue Jun 19, 2012 11:11 pm

Do you mean the one in "Dead Man's Respite"

(That's the place you have to go in order to get King Olafs Verse)

the magically sealed door that the ghost opens with a spell?

If it is add it to your post so that people can instantly know what you are talking about, but unfortunately I'm unaware of how to use this in the CK.
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Kevan Olson
 
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Post » Tue Jun 19, 2012 11:10 pm

Steeds,

I really don't recall which quest it was but you're probably right. I'll look that level up.

Here's a couple pix.

You can't see it in-game and only in the editor.

[img]http://www.pcgamingnetwork.com/tmp/skyrim/CreationKit2012-03-10%2015-07-53-43.jpg[/img]

[img]http://www.pcgamingnetwork.com/tmp/skyrim/CreationKit2012-03-10%2015-08-08-74.jpg[/img]

Thanks for your help!!
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Chloe Botham
 
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Post » Tue Jun 19, 2012 8:17 pm

Is that the door where u get the skull of corruption?
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Margarita Diaz
 
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Post » Wed Jun 20, 2012 6:15 am

I went to Dead Man's Respite and I didn't see that part in there.

I woulda laid money on it being there too.

Any one?
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SaVino GοΜ
 
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Post » Wed Jun 20, 2012 1:48 am

Capt boot.

That's funny....that cell has one that looks just like that other one but it adds some sound effects. You still can't see it in-game however.

The one that's in that cell is called DA16Barrier. But there is a FXDA16BarrierDoor but you can't see that in-game as well.
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Zosia Cetnar
 
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Post » Tue Jun 19, 2012 11:03 pm

I can't tell u how the door works exactly but i went to nightcaller temple in the creation kit and come across a few ideas, u shood head over there and check it out and also check the quest for it too see how it works, the quest is da16 sumthing sumthing sumthing?? it's a daedric one, skull of corruption.
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Robyn Howlett
 
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Post » Tue Jun 19, 2012 6:45 pm

Yea, I went there and copied everything that looks like it works with the door and it's still a no-see-um in the game.

I wish the CK wiki explained magic in better detail :/
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Lifee Mccaslin
 
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Post » Wed Jun 20, 2012 8:41 am

snip

ahh I'm sorry, the door I'm thinking of at dead mans respite is sealed by magic, but you can actually see the door, and the magic barrier just glows on it, the one your thinking of I don't know, sorry man
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Sunnii Bebiieh
 
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Post » Wed Jun 20, 2012 8:11 am

ahh I'm sorry, the door I'm thinking of at dead mans respite is sealed by magic, but you can actually see the door, and the magic barrier just glows on it, the one your thinking of I don't know, sorry man

Yea, that's the one.

I know there's a script attached to it but I know squat about scripting. I bet the issue is in that somewhere.


EDIT:

Here's the script for the door:

scriptName DA16BarrierEffectScript extends objectReference;;;=========================================================event onCellLoad()    playAnimation("playanim02")endEventauto state waiting    event onActivate(objectReference akActivator)        playanimation("playanim01")        goToState("done")        utility.wait(5.0)        self.delete()        endEventendStatestate doneendState
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neil slattery
 
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Post » Wed Jun 20, 2012 7:37 am

Tell it to play an animation, so how i did it was use a OnTriggerEnter event and used playAnimation("playAnim02") in the trigger script and then set the properties to the object. There is a script you can look at by searching the quest name. But this should allow you to see it in game.
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Peetay
 
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Post » Wed Jun 20, 2012 8:13 am

I figured it out.

The line "event onCellLoad()" tells me that the cell has to load and if I'm already in the cell (in the game) when it is added I can't see it.

So, I left the cell, came back and there it is :smile:

Cheers!
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J.P loves
 
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Post » Tue Jun 19, 2012 7:17 pm

Here's how my entrance to the enchanting room looks now:

[img]http://www.pcgamingnetwork.com/tmp/skyrim/enchantingroom-entrance.jpg[/img]
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OTTO
 
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Post » Tue Jun 19, 2012 6:45 pm

snip

That looks pretty cool man, so do you have to 'open it' or do you just walk through it?
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courtnay
 
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Post » Wed Jun 20, 2012 8:45 am

That looks pretty cool man, so do you have to 'open it' or do you just walk through it?

You just walk through it :smile:

It sits behind a door but you can hear it a few feet before you reach the door.

There's a lot in that script that I could remove and it will still work. What it's doing is waiting for the trigger to shut itself off. Without the trigger it will be permanent. But I think I'll leave it in there for reference.

You should see the actual enchanting room :smile:

[img]http://www.pcgamingnetwork.com/tmp/skyrim/enchanting-room-r.jpg[/img]

I've updated it since that pic but now it's nice and bright in there
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Pawel Platek
 
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Post » Tue Jun 19, 2012 6:49 pm

I wonder why in-line images aren't working in the forums here :(

I just sent off an email about it....hopefully they will actually read it :)
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Victoria Bartel
 
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Post » Tue Jun 19, 2012 10:18 pm

Here's a link to a video of it working along with my enchanting room interior. (my 1st youtube video lol)

I think I'll create video of other parts too. It seems that most mod makers are doing this.

https://www.youtube.com/watch?v=hn-US3A1Iyo

Cheers!
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Annika Marziniak
 
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