Remove cobwebs and spiders when quest is completed?

Post » Tue Jun 19, 2012 2:49 pm

So I've removed the cobwebs and spiders (I think they respawn) in Redbelly Mine... but I want the game to remove it when I've done that quest...
How should I proceed?
User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Tue Jun 19, 2012 9:42 am

You'll want to find all the instances of the cobweb you want to remove. In the Cell View, all the webs should be highlighted. Right click on one of them (with the group selected still) and select "Set Enable Parent". Choose an Xmarker that you place in that cell. Now all you need to do is call "Disable" on that xmarker, and all the children of that parent (the cobwebs) will be disabled and invisible at the same time.

You can do this by attaching the disable script at the end of the quest, or better still, use a script to check if that quest is done - if true, call disable on the xmarker ref.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Tue Jun 19, 2012 4:58 am

I have no idea how to use the disable script... there's so many different disable scripts, I removed the respawn at least. :P

But thanks :)
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Tue Jun 19, 2012 4:18 am

I used something like this:

Alias_DisableSpidersandCobwebs.GetReference().Disable()

on the xmarker thing... but it still didn't work hmm...
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Tue Jun 19, 2012 4:53 am

I spent quite some time on something similar to upgrade the house mod I'm working on. Couple of odd things I found:

* If you look at Breezehome, the upgrades are tied to XMarkers which all set to "color_black" or "color_white". Not sure why this is important, but my setup didn't work until I switched my XMarker to "color_black" and it got a little black square over it.

* To test, I set the XMarker to be enabled when the player presses a dwemer button, but you probably want it tied to a quest stage. If you're using an alias, it's possible that it's not getting filled properly to the XMarker. I'd almost suggest adding the XMarker as an objectreference property to your script or fragment. Something like:

Quest Property *MyQuest*  Auto  ObjectReference Property *XMarkerRef* Auto	  ;{Points to the placed xmarker}Function Disable(bool abFadeout = false) native	;{defining "enable" function.  Not really sure if it's necessary}If *MyQuest*.GetStage(*RemovalStage#*)		  ;{The stage of your quest when you want the cobwebs gone}	 *XMarkerRef*.Disable()endif

Or something sort of like that. If it's a script fragment tied to the quest stage, you might be able to do it without the "If" lines. If it's a general script attached to the quest you might need the "If" and you may need to cushion it inside either an event or a triggered state. I'm still learning this stuff myself and the rules for when the game runs a function in a script and when it doesn't are still a bit fuzzy to me, but hopefully this puts you on the right track.
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue Jun 19, 2012 3:56 am

@ColFrambozen One of my Xmarkers is colorGreen and works while another of mine that is colorBlack doesn't....
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Tue Jun 19, 2012 2:16 pm

I used something like this:

Alias_DisableSpidersandCobwebs.GetReference().Disable()

on the xmarker thing... but it still didn't work hmm...

The Xmarkers should just be the red X. You won't see it in game. Its under statics and is titled XMarker . I'm worried you might be using a map marker or something?

Anyway, the point of alias is to provide the reference, so you don't need "GetReference()". Just do
Alias_DisableSpidersandCobwebs.Disable()
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am


Return to V - Skyrim