Combination Lock?

Post » Thu Jun 21, 2012 7:18 pm

I recently started modding, or at least learning how, and I have an idea but I'm not sure if it's possible. The idea came from another game, combination lock using levers. I want to know if it's possible to do something similar to this.

A set of levers on the wall/floor near a door that needs to be in a certain order, up or do, or possible used in a certain order to unlock/open/activate a door. My original idea was to have levers that need to be in a specific position, up or down, but I can't remember if in game leves go into such positions right now. I can't log into the CK or game to find out. So yea, is this possible in the CK? If so could anyone possibly explain how to do it. I have no knowledge of Papyrus so personally scripting to do it is not an option for me.

Thanks for any replies.
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i grind hard
 
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Post » Thu Jun 21, 2012 4:27 pm

if i remember correctly there are actually more than a few instances in the vanilla game where a "combo lock" (multiple levers or activators) is used to solve a puzzle just as you describe.
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Fluffer
 
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Post » Thu Jun 21, 2012 3:19 pm

if i remember correctly there are actually more than a few instances in the vanilla game where a "combo lock" (multiple levers or activators) is used to solve a puzzle just as you describe.

I thought there might have been but I couldn't remember for certain. I haven't 'played' Skyrim in awhile now, just been tinkering with modding. However, if there is or isn't similar mechanics in the game already, I still don't know how to do it and if it can be done, can it be done using the CK only? I appreciated your reply though. Hopefully someone will be able to let me know for certain =)
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Cathrin Hummel
 
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Post » Thu Jun 21, 2012 10:59 pm

unfortunately i cant remember the exact name of the dungeons they appear in (one of them was a dwemer ruin) but it most certainly can be done entirely using just the CK. if i were you i would take a look at the existing lever activators and check out the scripts to see if any of them contain functionality for this type of thing (you may get lucky and there might even be one that is already set up for something like this).

papyrus scripting language might be daunting for new users who have never programmed with it (as i was when i first started), but once you get past the initial learning curve, it gets a lot easier. if you plan on doing a lot of this type of thing, i really suggest getting familiar with it as much as possible. the CK wiki is the best place to start
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Causon-Chambers
 
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Post » Thu Jun 21, 2012 9:59 am

It may well work in much the same way as those pillar puzzles in nord ruins, they are all a "combination lock" as they need to be in the correct order..
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Lauren Dale
 
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Post » Thu Jun 21, 2012 9:48 am

So I figured out how to use the nordic puzzle pillars, the ones with the eagle, snake, and fish/doplphin images on them. Amethyst was correct, the scripts are already there, was just a matter of changing properties and linking them to the door. The question I have now is this: Once the pillar is changed to the proper position and the door opens, the pillars disappear. I'm assuming it's just a matter of changing some option of the pillar in the CK to stop this but I don't know which option, if that's even how to do it. Does anyone know?

Edit: I was wrong, I sort of figured out the pillars but I initially was only using one pillar to activate a door. When I added additional pillars, so you had to solve more than one pillar to open a door, the puzzlepillars keep mimicing the same properties. Like if I change the answer to one pillar, all the other pillars change to the same one. So in essence all the pillars are exactly the same >< so I'm at a loss still! =(
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Michelle davies
 
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Post » Thu Jun 21, 2012 8:33 am

...if I change the answer to one pillar, all the other pillars change to the same one...
To make each pillar unique, you need to set the properties on each instance (not on the base object).

The default pillar script contains instructions in plain English, which you can read using r-click > Edit Source (there's no risk of breaking anything if you simply close the window afterwards).

It expects a lever to be configured to open the door when all associated pillars are in the "solved" position.
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Jack Walker
 
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