This helps you becose you can have them buried and disabled under the landmass and havethem to enable and rize, that way the script would be the same for all the meshes that integrate every tower... and you could make it more interactive by having the player to explore the underground portion of the city and finding a way to operate and repair dwemer tech to rize the spires walls and so getting acces to new areaswith more tech ships and so..., you could even start the mod with the misterious rizing of a single spire and the tension that such event would cause (road controls, guards, minor wooden fortifications in the vicinity)...
Hope this helps you out this seems to be one of the greatest WIPs out there... you got my dl for sure... It{s looking great
Thanks alot. That's a big compliment considering how good some of the current WiPs look.
I had thought about the speed of the city rising and thought that because the Imps are so close(Gnisis) they would see everything almost straight away so the player would either have to appease them and work with them or flat out force them out as I don't think the Imps would give up any kind of Dw tech given how well the Dw went in the War of the First Council whilst being severely outnumbered. I like your idea about road controls, temporary fortifications etc. That is what would happen if the city were to rise slowly. If I go down this road I might use it if you don't mind. Again, it depends on how quickly I want the city to rise. And again I will only make the city rise if I can get my util working.
Thanks for the info. It seems with the functions you listed dialogue might be more flexible than I thought. I haven't had any time this week to do any CS work so I haven't checked diaglogue out but I will on the weekend. And yeah it might be better to sort some responses by cell in order to localize certain peices of info.