Now I'm a happy bunny, good to see you again steel and bringing interiors project to NV no less, your work on DCInteriors was no less than incredible, I assume you remember my cinema mod,
How could I forget the Broadway Cinema .
The one concern I'd have with the multiple cell option (which does sound the simplest to me) would be not wanting a cell to "revert" to a previous state. Ie, go into a building and find some raiders - a week later find some rats - a week later an empty shack - a week later some strangely familiar looking raiders who happen to put furniture and clutter in the exact same way it was a few weeks ago...
This would be a concern of mine to but, I was going on the assumption that the quest could be ended after the last cell was loaded and, never reuse any of it's former versions. I was more worried that the player would be able to jump in an out of a cell to see the new versions immediately.
Not a problem - start the timer the first time the door is used, and then start the timer. IMO the best way to do it would be to randomize (within certain parameters) how long before the cell swaps to the next one... like something between 3 and 21 days.
Anyhow, I'd also be up for helping with the scripting on this if it turns out to be needed.
In the meantime, check your email.

- DU
3 days would be way too short of a time for me, I feel 7 days would be the minimum but, if there was a way to randomize the time before the new change, that would be even better. Also, if it was possible to pause the change if the player hasn't entered the new cell would be perfect. Example, player enters Building, it is in Cell A, the timescale for change is set to 7 days. they don't come back for three weeks. Since the 7 day timescale has passed 3 times would they miss Cell B, going directly to Cell C? Or, once sell B is set wold the timescale pause until the enter Cell B and, then restart to move onto Cell C.
(hope you got that, I might have started to confuse myself. :facepalm: )
I appreciate the offer of help,
I did get the email, sorry I keep forgetting to get back to you. this week has ben crazy with work and, on top of that I'm not sleeping properly so, I've ben forgetful. I go to bed early wake up in only a few hours, look at the treads, force my self to sleep again. :banghead: I'll get back to you soon. :wavey:
A thought, but why not have one persistent ref object, attached to a trigger or invisible quest?
Take one item, find another item of similar size and slap it down with the first item as its parent and opposite state on? With a simple script check, to randomize the time in which the parent is enabled/disabled.
In theory, if you did this you could then have all your various cells hooked up to a few triggers. One persistent ref for a desk, one for a light source etc etc. Main hassle would be throwing down the alternate items and setting the parent.
Admittedly I have not tried something like this with permanent fixtures like desks and whatnot.
I've used the enable, disable method in several cell In DCInterior, the problem is that once you start getting a lot of item in a single cell it starts to get confusing. It's hard to remember which items are for what version of the cell and, xmarker. Building the starter version, duplicating it (renaming it cell B and, so on) is much easier. I'd have all of the layout, lighting, items and, most of the navemesh, then it's only a matter of rearranging, adding or, removing items.
Adding, removing statics and, other objects with this method works just fine. Look at L'Enfant Plaza, I tied the changes to the destruction of Ravensrock, creating Enclave encounters only after you've gotten that far in game. You could also look at The wasteland Editions, Pawn shop. There I used many statics, NPC's the would change only after the player found the activator. There's even more examples but, thats enough for now.
I just feel the multiple cell method should save some effort and, frustration.
thanks for all the input and, comments.
cev