» Thu Jun 21, 2012 3:51 am
I think it would only work if Player entered an enclosed area through a relatively narrow opening. An example would be walking through a narrow canyon or cave entrance, which would have a triggerBox (or your scripted object) right there. That would trigger the objects further inside the cave, or the valley one would be entering.
I say it would have to be enclosed because you'd have to place a million objects completely surrounding your area... and that's just way too much; especially if they're all scripted. What you're asking for is essentially already done with the LOD system... I think the problem is that the CK doesn't generate the necessary files ('update lod' doesn't create a single thing).
There are LOD files which are basically collections of various large statics' LOD geometry. Somehow they all get merged into whichever area's LOD file. THIS is the part CK doesn't do... and I haven't gotten far enough to try manually 'injecting' the custom LOD geometry into one of those files yet. The files I'm referring to here are NOT NIF files per se, but BTR files (which are NIFs renamed with specific data inside them). It's been a little while since I found this stuff, so I may be mistaken about the BTR, but I know there is something OTHER than the normal _lod.nif files which contain building geometry.