Activate () - on items in "disconnected" cells - pos

Post » Wed Jun 20, 2012 7:19 am

In Oblivion, we can force the player to activate items in a "disconnected" cell.
An example use for this is with horse saddlebags.
The actual containers are in a cell that is not the same as the player's.
When the player activates the horse while sneaking, we triggered Activate (Player) on those containers.
And the container will open even if they are not in the same cell as the player.
Is this possible in Skyrim?
I can't seem to get this to work with a bed.
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saxon
 
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Post » Wed Jun 20, 2012 2:31 am

It seems to work okay for chests, at least. I have a few chests in an isolated cell, include those chests as ObjectReference properties of a script, and then am able to call ChestProperty.Activate(Game.GetPlayer()) without any problem in that script to have the player open them and store/retrieve items from them.
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ashleigh bryden
 
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Post » Tue Jun 19, 2012 7:30 pm

Thanks DreamKing, it doesn't seem to work on beds.
I'm trying to allow the player to sleep anywhere - e.g. the trigger is a MiscObject labelled "Blanket".
That's good news with Containers anyway.
I still gotta port my Horse commands and Inventory is a backpack mod over to Skyrim.
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Vincent Joe
 
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Post » Tue Jun 19, 2012 10:12 pm

For sleeping anywhere, there is a "BedrollGround" furniture worldobject (it's in the furniture/bedrolls section of the CK I believe) that's nothing more than a sleep marker--so you could probably spawn one of those in the desired location and then delete it when you're done with it.
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Juan Suarez
 
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Post » Wed Jun 20, 2012 6:40 am

How would this work with and activate parent, some activator and link it to something anywhere?

I've not tried it but if you have an activator and link a chest somewhere too it it should work? Or am I understanding this linking thing wrong?
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OnlyDumazzapplyhere
 
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