Hi there, first would like to thank you for your time on this mod. I always thought cranberry island should be a settlement.
I am having a hard time getting the concrete pile and door to fix upon activation, making the fog condensors and interior cell essentially inaccessible. I was curious if you knew of a fix or if anyone else has had issues with this as well.
I have the mod on the bottom of my load order and used vortex for download.
Yes, someone else had this error. I thoroughly tested it and could not reproduce it. At the end, it seems to be related to the game version: this mod was created with OLD gen. You could also use coc RLZCranberryINT. Here is the script attached to the concrete pile:
objectreference property intmarker auto const objectreference property destdoor auto const objectreference property newdoor auto const message Property removemsg auto Const
ObjectReference Property LightToDisable01 Auto Const ObjectReference Property LightToDisable02 Auto Const ObjectReference Property LightToDisable03 Auto Const
8 comments
I am having a hard time getting the concrete pile and door to fix upon activation, making the fog condensors and interior cell essentially inaccessible. I was curious if you knew of a fix or if anyone else has had issues with this as well.
I have the mod on the bottom of my load order and used vortex for download.
Thank you for your time!
You could also use coc RLZCranberryINT.
Here is the script attached to the concrete pile:
scriptname RLZ:RLZconcretepilescript extends ObjectReference
objectreference property intmarker auto const
objectreference property destdoor auto const
objectreference property newdoor auto const
message Property removemsg auto Const
ObjectReference Property LightToDisable01 Auto Const
ObjectReference Property LightToDisable02 Auto Const
ObjectReference Property LightToDisable03 Auto Const
Event Onload()
setActivateTextOverride(removemsg)
Endevent
Event OnActivate(ObjectReference akActivator)
if akActivator == Game.GetPlayer()
Game.Getplayer().moveto(intmarker)
destdoor.disable()
newdoor.enable()
LightToDisable01.disable()
LightToDisable02.disable()
LightToDisable03.disable()
self.disable()
endif
endevent