Activate a collision plane?

Post » Mon Jan 13, 2014 4:32 am

Is this possible? i.e to have a collision plane start enabled but disabled when a lever, button or trigger is activated. Doesn't have to be repeatable as long as it blocks the player until triggered then you can pass through it.

Also, to save opening another thread - how do you prevent the sound effects of spikes etc from being played when entering a cell? This happens a lot in the vanilla game when you enter a cell and hear a spike trap or portgatepole01 for example before you've actually triggered it. I assume this is hard coded into the game and cannot be changed? My guess is they always start open before the cell is entered and then close as you enter it, to the state that you want it in and indeed the state that it is set in the CK.

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tiffany Royal
 
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