0 of 0

File information

Last updated

Original upload

Created by


Uploaded by


Virus scan

Safe to use

About this mod

This provides a nif file that, when attached to an activator,will function exactly like a triggerbox, and allow you to place into the world via PlaceAtMe(), and be controlled with papyrus.

Permissions and credits
What is this?
A Nif file that, when used in an Activator and placed into the world,  emulates the triggerboxes which you create in CK.

Why Do I Want To use This?
You can use PlaceAtMe()  and most other translation functions to dynamically place, rotate, move, and remove trigger boxes.
(something which you cannot do through the CK)

Possible Uses:
Traps And Spells:
  • Larger or non-circular traps
  • Traps/spells which can be placed in the air, doesn't necessarily need to be "attached" to anything.

Player Tracking / Location Tracking:
  • You can spawn an appropriate sized triggerbox to determine player/NPC location, no matter how large or small the area is; removing the need to poll altogether.

There are undoubtedly many more uses,  these are just a few I had off the top of my head.

  • Dimensions need to be set in Nifskope. (That is - The Scaling capabilities in CK will resize the Editor Marker, but not the Triggerbox dimensions itself)


Download the latest nifskope:

First, we are going to duplicate and rename the provided NIF and link it inside of the CK.  We also are going to place it into the world so we can see the size of it.

1.  Make a triggerbox in the CK. (you can link it to any activator, or make a new temporary one)

2.  Modify the shape and size of the trigger box you want to spawn.
(do not rotate the nif in the Z direction - the one with the blue color - only use the rescale tool.  If you need to rotate it then do so in papyrus when spawning the triggerbox)

3.  Right Click the triggerbox in the render window (or Cell View window) and goto edit

4.  Goto the Primitives Tab.

5.  Write down the XYZ values.

6.  Divide the X Y and Z values by 14:
X/14 = newX
Y/14 = newY
Z/14 = newZ

Write down those values. We will use them later.  For these instructions we will call these new values (newX, newY, newZ)

7.  Open Triggerbox_Template.nif inside of nifskope.

8.  Save as a new file  (for these instructions I'll name it Triggerbox_1.nif). Make sure to save it somewhere inside the meshes folder.

11.  Now, we want to expand all branches on the left-hand window pane.
So From This: https://dl.dropboxusercontent.com/u/1258152/TB_Blank.png
To This: https://dl.dropboxusercontent.com/u/1258152/TB_Detailed.png

12.  Click the XYZ grid icon next to the block called bhkTransformShape
Ex: https://dl.dropboxusercontent.com/u/1258152/TB_Grid.png

13.  Find the row that says "Scale"

14.  Input the newX, newY, and newZ values which you calculated in step 6 into its XYZ counterparts and press "Apply"

Now we are going to scale the Editor Marker so it is the same size as the triggerbox, this will allow you to see the new dimensions in Creation Kit

14. Right Click the block "6 NiTriShape" and goto Scale Verticies:
Ex: https://dl.dropboxusercontent.com/u/1258152/TB_ScaleVerticies.png

15. Input the same numbers as you did in step 14 and select "Scale"

16. Save the changes in nifskope.

Next we will test the new dimensions

17.  Now back in the creation kit, create a new Activator and link it to Triggerbox_1.nif.

18.  Drag the base activator from the object window into the render window.

The dimensions of the spawnable triggerbox should be the exact same size as the triggerbox you made and modified in step 1 & 2.

Now you can use that activator in any PlaceAtMe() function and the triggerbox will spawn, ready to go.

NOTE: If it is not the size you want (or you wish to change the dimensions), it is 1000x easier to delete Triggerbox_1.nif, and start over from step 1 as the changes made in step 15 cannot be easily undone.

While this process seems difficult at first, once you get the hang of it you can make a new spawnable triggerbox in a matter of minutes.