ah, i see
in that case, you'll want to add conditions to your dialog for the stronghold variable. if your services are scripted, and started through dialog, that should be sufficient. i thought you were talking about an NPC you made that was going to be in the same place, and i was just thinking to myself that it would be easier to just have the NPC in the interior, as this wouldent be accessible till the stronghold was built anyway.
as you'll be calling targeted scripts from dialog, reread the scripting for dummies section on limitations of targeted scripts to make sure you didnt forget something, i know i did my first revision. I'm something of a beginner myself, but i'm fairly confident on my abilities. i wouldent mind proofreading your scripts, and i'm sure other, more experienced folks will glance at it at least.
building and all? that seems like something of a project, as i think both buildings occupy the same space (i could be very wrong, i've only done the expansions once, despite owning them all these years). it could be done if you design a new building for it, and have the door lead to the interior of the shop you didnt choose. personally, i'd avoid monkeying around with the script attached to the default, and writing a new script that disables your building until the journal index is the same as the one that places the default shop.
i havent done much with placing anything other than NPCs, so i am unsure of the best way to trigger the script to activate the new building. first method that pops into my head is by global script started by a script attached by an invisible activator in the area. the activator's script would start the global on the journal index that notifies you that you have begun building the shop, something like
begin shopscriptactivatorshort doonceif ( ( GetJournalIndex, "CO_4" ) < 21 ) ;if you have not decided the shop returnelse if ( doonce == 0 ) ;only start the script once startscript, shopplace disable ;disables activator after it does it's job set doonce to 1 StopScript, shopscriptactivator else return endifendifend
for the global, it'd look a bit like this
begin shopplaceshort doonceif ( ( GetJournalIndex, "CO_4" ) < 79 ) ;if the shop is not built disable ;shop does not existelse if ( doonce == 0 ) ;only start the script once enable ;places shop set doonce to 1 StopScript, shopplace else return endifendifend
you could fancy this up a bit like they do the default colony with "incomplete" models being enabled and disabled by different journal indexes.
oh, and this is prolly superfluous, as i seem to remember hearing about a mod that allready exists that does all this. i could be wrong though. oh, and unless you target the startscript in the activator, you'll have to target the enable part of the "shopplace" script to your building id. remember yo make your own copy if you use one of the default objects so you dont end up applying the script to all instances of a default item.