No problem
Anyway you can release them, there are already some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9133, so I think that it's ok
Anyway you can release them, there are already some http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9133, so I think that it's ok
Thanks - that's good to know.
I presume that the reason I get the firemoth boat visible with distant land and a permanent reflection of it is that it's a static, whereas the prison ship is an activator?
The simple solution is just to make the boat (and only the boat) visible once chargen has finished and the prison ship has been disabled. This would at least explain the reflection and the visible ship at distance. I'm not sure it's the most elegant solution though.
Wouldn't it be better to simply *not* have the firemoth ship visible at distance and for it to not reflect?
What's the best way of doing this? I have tried removing the existing statics and replacing them with 2x new activators - but the game seems to disapprove! Once I had done that the doors once again refused to unlock(????) and I can no longer teleport to firemoth - the dialogue from the sailor npc kicks in, but it doesn't teleport at all. The conversation simply ends.
I thought it might be an issue with my saved game, so I started a new game as a test - no dice....
I'm sure I didn't screw the script up - here it is anyway:
begin Firemoth_sail_script;Local script on the sailor that checks local variable “sail” for warping the whole party to the island and back. ;Does the checking for who’s alive and the coordinates they get warped to. ;Sets variable "firemoth_at_island" to 1 when at the island.short state short sailshort firemoth_at_island;startup, disable it allif ( state == 0 ) "firemoth_sailor"->disable "firemoth_warrior"->disable "firemoth_archer"->disable "firemoth_mage"->disable "fm_boat_dock_a"->disable "fm_boat_island_a"->disable set state to 10 returnendif;check for journal entry and turn everything onif ( GetJournalIndex "ms_firemoth" == 10 ) if ( state != 20 ) "firemoth_sailor"->enable "firemoth_warrior"->enable "firemoth_archer"->enable "firemoth_mage"->enable "fm_boat_dock_a"->enable "firemoth_gate_1"->unlock "firemoth_gate_2"->unlock "ex_nord_door_01_FM"->unlock "CharGen Door Hall"->unlock set state to 20 return endifendifif ( menumode == 1 ) returnendif;disable everything again now that quest is overif ( GetJournalIndex "ms_firemoth" == 100 ) if ( state != 100 ) "firemoth_sailor"->disable "firemoth_warrior"->disable "firemoth_archer"->disable "firemoth_mage"->disable "fm_boat_dock_a"->disable "fm_boat_island_a"->disable "ex_nord_door_01_FM"->lock 100 "CharGen Door Hall"->lock 100 set state to 100 return endifendifif ( sail == 0 ) returnendif;**********************************************************;; warping!!!;;**********************************************************;boat has been told to sail from dialogue (sailor sets sail to 1)if ( sail == 1 ) ;the boat is at dock if ( firemoth_at_island == 0 ) ;the boat is at dock ;everyone to island if (GetDeadCount "firemoth_sailor" == 0 ) "firemoth_sailor"->position -62789, -68350, 76, 126 endif if (GetDeadCount "firemoth_warrior" == 0 ) "firemoth_warrior"->position -62550, -68662, 146, 57 "firemoth_warrior"->AiFollow, player, 0 0 0 0 endif if (GetDeadCount "firemoth_archer" == 0 ) "firemoth_archer"->position -62634, -68808, 124, 46 "firemoth_archer"->AiFollow, player 0 0 0 0 endif if (GetDeadCount "firemoth_mage" == 0 ) "firemoth_mage"->position -62701, -68693, 119, 74 "firemoth_mage"->AiFollow, player 0 0 0 0 endif player->position -62501, -68693, 119, 74 "fm_boat_island_a"->enable "fm_boat_dock_a"->disable set firemoth_at_island to 1 ;sail back to Seyda Neen else if (GetDeadCount "firemoth_sailor" == 0 ) "firemoth_sailor"->position -8992, -73041, 209, 331 endif if (GetDeadCount "firemoth_warrior" == 0 ) "firemoth_warrior"->position -8115, -73335, 64, 268 "firemoth_warrior"->AiWander 0 0 0 0 0 endif if (GetDeadCount "firemoth_archer" == 0 ) "firemoth_archer"->position -8436, -73596, 123, 46 "firemoth_archer"->AiWander 0 0 0 0 0 endif if (GetDeadCount "firemoth_mage" == 0 ) "firemoth_mage"->position -8589, -73584, 93, 74 "firemoth_mage"->AiWander 0 0 0 0 0 endif player->position -9128, -73043, 209, 300 set firemoth_at_island to 0 "fm_boat_island_a"->disable "fm_boat_dock_a"->enable endif set sail to 0endifend Firemoth_sail_script
I've had enough for tonight - I'll spend some more time on this tomorrow.