Puzzle stones and lever

Post » Thu Jun 21, 2012 7:09 pm

I was thinking the puzzle stones would be easy to make work but I have a snag. I have linked three stones to the lever as it says to. I set the initial number and the solve number. On the
Lever I set "if you get this wrong activate this" Property (a trap I have) On the solve Property part of the lever I placed a door location that animates if activated.

I get the puzzle wrong all the time ? It triggers the wrong but doesn't seem to trigger the right


Any one have a walk through of linking and setting the base needed parameters of this puzzle ?
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Jun 21, 2012 5:16 am

I'm not sure which puzzle you mean. What are the object ids of the activators you're trying to use?
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Thu Jun 21, 2012 5:39 pm

Like the looks of the mods you made Bob

ob
It is the puzzle stones and lever set Lever is defaultLever01nofurn 000F13AC and the pillar is NorDefaultPuzzlePillarPullBar01NoFurn like used in Skildafn01

I linked the three Pillars to the lever. I set the intial state and solve state of each, I then set the properties of the lever to activate something when correct and something when there is a mistake.

I set the number of pillars to three on the lever. I set the pillars to all solve at state 1 but even it I rotate them to the same symbol of each I get mistake activation

I am not sure exactly why I can not get this to work ?

I added a couple of debug statements to the script and find that the pillars state when they are in the solved position on their script

On the lever script the Number of pillars is correct but the number solved stays at 0 and I have linked the pillars linkref to the lever so what gives ???
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Thu Jun 21, 2012 6:14 am

I guess the lever you mean is defaultPuzzleLever01nofurn?

The pillar script refers to a script called defaultPillarPuzzlePullBarNoFurn on the lever.

The official puzzle actually uses a pull chain, but that still works, because its script is the same.

However, the default script on the lever is defaultPillarPuzzleLeverNoFurn.

Have you tried changing the script on the lever instance to defaultPillarPuzzlePullBarNoFurn?
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

Post » Thu Jun 21, 2012 11:44 am

Hey thanks for the tip, I had found this before I read this but it was that I renamed the script with out changing the reference within the scripts... It works now ... Thanks for all the help...
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am


Return to V - Skyrim