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Creating a teleport ring in TESCS

Posted: Sun May 28, 2006 2:44 pm
by fable
The house mod I'm using doesn't come with its own teleport ring, though one nearby, Kahleigh's Retreat, does. From what I can see, KR has a clothing item, kw_ring_retreat, with the KW_Retreat_TeleportRing script on it. Does anyone know how I would go about creating a similar ring for my current mod?

Posted: Sun May 28, 2006 3:04 pm
by Greg.
As far as I can see if you go into:

Gameplay -> edit scripts. Than open the "KW_Retreat_TeleportRing" script and copy it into a post, maybe we can figure something out. Although Chu probably knows more than me, as will others...

I'd look for you, but we're using the laptop, which has no mods on it. I'll see if I can dig out the disc where my mods are backed up.

Posted: Sun May 28, 2006 3:19 pm
by fable
Here's the script:

;This scripts is for the home teleport ring

Begin kw_retreat_TeleportRing

short OnPCEquip
if ( OnPCEquip == 1 )
Player->PositionCell, -43 101 -39 0 "Kahleigh's Retreat"
endif
set OnPCEquip to 0

End kw_retreat_TeleportRing

***********************************

Presumably I'd need to make a duplicate of the ring in the other mod, determine what coordinates to use for teleportation, and attach the script to the item. But on all those things, I'm afraid I'll need any help that be given. :)

Posted: Sun May 28, 2006 3:39 pm
by Greg.
That seem simpler than the IndyBank ones I looked at earlier, but I don't know where it is located, so I'm at a loss. The IndyBank ones required the house deed be present, and it confused me. :laugh:

Since I'm off now, maybe someone else will help.

Posted: Sun May 28, 2006 4:50 pm
by timian
I recenty installed this house, so I can try to help.

Try replacing with this line:

Player->PositionCell, 128 -1120 -96 0 "Zelda Estate"

These are the coordinates of the floor just inside the entrance door, so hopefully that's where it will place you. The last number is the rotation, and I've no idea in which direction you'll be facing with "0".

If it works or if you already found a solution I'd love to know, so that I can make one for myself in case any of my characters should decide to use this house as it's primary residence.

Posted: Sun May 28, 2006 4:55 pm
by fable
Timian, I wouldn't even know the first thing about how to import a script into a mod, so it's unlikely I can get it running on my own. :D That said, thanks for the info, and if somebody can help me set it up, I'll try those coordinates.

Posted: Sun May 28, 2006 5:10 pm
by timian
I should have guessed :D

Try to do this: Open the script window. In the menus go to Script -> New. Replace the line I gave, and the script's name (kw_retreat_TeleportRing) on the first and last line. Exit the script window and let it save the script.

Now create a new ring, (doubleclick and give a new id to any ring) and chose the script in the script drop-down list.

Posted: Sun May 28, 2006 6:05 pm
by fable
Hey! I'm trying to learn by doing. That's no reason to make fun at my expense. :)

I've made the ring as you suggested. Is placing it truly as simple as double-clicking a cell, selecting an object, and then drag/dropping the ring in proximity to it? I guess I'll find out, shortly.

EDIT: Yes, the ring was exactly where I placed it. I left, wore it, and it brought me back directly inside the front hall, facing in towards the house. Thanks, both of you!

Posted: Sun May 28, 2006 6:26 pm
by timian
Sorry about that. I'm learning myself, and as I showed in the container thread I can give horrible advice, so offending anyone is the last thing I want to do. Unfortunately I sometimes express myself very poorly.

I'm glad to know it worked :)