Minor Issues with Bridges

Post » Tue Jun 19, 2012 3:39 pm

Alright, perhaps I'm going about this the wrong way, but I cannot get the Dwemer Bridge to activate when linked to a button. I have tried it in both positions - extended across the necessary chasm and up as if it was waiting to be lowered - and nothing works. Is there someone who can give me a quick step-by-step tutorial on how to rig this P.I.T.A. up so that I can span the distance between two towers? Thank you in advance.

-Dartimien
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Kerri Lee
 
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Post » Tue Jun 19, 2012 9:07 am

FUS RO BUMP!
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Catherine Harte
 
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Post » Tue Jun 19, 2012 11:21 am

Look at the bridge in Raldbthar02. It has some kind of collision primitives on it and possibly to the switch. Try to figure out how that works and it may help you make yours work. But it appears more complex than simply making the button and activate parent of the bridge.
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hannaH
 
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Post » Tue Jun 19, 2012 10:08 am

Raldbthar02's bridge DOES have collision, but I can't figure out how it's all linked together. It's like there's no real rhyme or reason to it, or like Bethesda is just screwing with me.
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ruCkii
 
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Post » Tue Jun 19, 2012 12:08 pm

Anyone? Anyone at all?
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Ashley Hill
 
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Post » Tue Jun 19, 2012 2:33 pm

Did you try duplicating all the objects involved in Raldbthar02 then pasting them into your cell and seeing if they work then?
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Kelly James
 
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Post » Tue Jun 19, 2012 11:04 am

Yes I did. This solved nothing other than rendering the bridge inoperable. I could click the switch until Alduin ate the world, but nothing would happen. Please understand when I say that I would not come bother the busy modders on this forum unless I had tried every alternative beforehand. I do not mean to pester anyone, but I just cannot figure this out.
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Terry
 
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Post » Tue Jun 19, 2012 10:32 am

Yes I did. This solved nothing other than rendering the bridge inoperable. I could click the switch until Alduin ate the world, but nothing would happen. Please understand when I say that I would not come bother the busy modders on this forum unless I had tried every alternative beforehand. I do not mean to pester anyone, but I just cannot figure this out.
Oh don't worry about it; just going through the checklist. You'd be surprised how many people show up without having put in the slightest amount of effort before asking, so I'm just being thorough in hopes that it leads to a solution.

I haven't a clue what could be causing this. I'll sit on it and if I come up with a solution I'll let you know. Otherwise, hopefully someone else can chime in... :shrug:
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NAkeshIa BENNETT
 
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Post » Tue Jun 19, 2012 8:46 pm

I'm wanting to use a dwemer button to open and close a pole gate, but I haven't figured out how yet either. I've successfully used activate parent on pull chains, but it doesn't work for the button. All I've managed to figure out so far is that it requires scripting, which I haven't learned how to do yet. I don't know if this helps you any, but there it is.
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Penny Wills
 
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Post » Tue Jun 19, 2012 10:11 am

I know how to do that. Here, let me break it down for you:

Firstly, make sure your poles are in place. For this example, I'll use PortGatePoleDwemer (located in WorldObjects/Activators). Line up the PorGateBaseDwemer (in WorldObjects/Static) with the poles and then place your button (WorldObjects/Activators) where you want it. Make sure that the poles are positioned how you want them when they are CLOSED. Once all of the necessary meshes are in place, we move on to step two.

Double click on the PortGatePoleDwemer and select the "Activate Parents" tab. It's in the row with 3D Data, Ownership, etc.

Right click in the white box and select "New". Another window will pop up.

Click "Select Reference in Render Window" and then use the crosshair to select the BUTTON. If you need a delay, you can fill it in under the "Activation Delay" box. The increments are in seconds. (I.E. "1.5" is one and a half seconds)

Now hit "OK" to close the new window and "OK" again to close the window for "PortGatePoleDwemer". Now this pole is controlled by the button. Repeat these steps for each PortGatePoleDwemer you need controlled.

Hope that helps :)
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rheanna bruining
 
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Post » Tue Jun 19, 2012 4:46 pm

Oh don't worry about it; just going through the checklist. You'd be surprised how many people show up without having put in the slightest amount of effort before asking, so I'm just being thorough in hopes that it leads to a solution.

I haven't a clue what could be causing this. I'll sit on it and if I come up with a solution I'll let you know. Otherwise, hopefully someone else can chime in... :shrug:

Just noticed your post, sorry I didn't respond. Understand that most folks never put in any effort, but *I* always try. Anyway, any help is appreciated, so thank you.
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CArlos BArrera
 
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Post » Tue Jun 19, 2012 6:41 pm

BUMP RO DAH! (Please?)
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Ross Zombie
 
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