About this mod
Helpful script for modders to Enable and/or Disable any reference in the game using regular conditions in an .esp file.
- Permissions and credits
- Changelogs
Why use this?
- you want to enable or disable a certain NPC when reaching a certain point in a quest
- you want to enable or disable a certain object in the game when reaching a specific level with your character
- you want to enable or disable a certain object in the game when you have spoken with a NPC
- any of the 100 other conditions that work
How does it work?
- the script simply tells a XMarker of your choosing to enable and disable (I already made the script, so no further scripting knowledge is needed)
- when the script is fired depends on the conditions you set in Xedit or the Creation Kit, when the conditions are met the script fires
- when the conditions are no longer met the script fires again to disable the Xmarker
- the Xmarker can be placed anywhere in the game world
- you can link any number of references to this XMarker using variations of the flag Set to Opposite of Enable Parent and the flag Initially Disabled (meaning you can start your reference disabled or enabled - for example, the Khajiit Caravan Camps make use of a similar method!)
How do I set it up?
- the .esp file that is part of the mod is an example that you can build upon/repurpose
- inside of the .esp the logicality of steps is as follows:
1 a XMarker has been placed in the world
2 another reference has been placed into the world and linked to the XMarker with a XESP - Enable Parent
3 there is a Quest that is set as Start Game Enabled (so it starts from the start of the game..)
4 this quest calls upon a Spell
5 inside this Spell you can set your conditions for when to enable / disable, the Spell also calls upon a MGEF (Magic Effect)
6 the Magic Effect tells the game which XMarker reference to enable and disable, you set the linked XMarker (of step 1) inside of this Magic Effect
7 test in game with your conditions!
- for testing purposes I have placed with the .esp a BurntRubble01Rocks01 (attached to a XMarker) inside of the QASmoke cell set under Spell to disable when you are level 2; so to test use the COC QASmoke command, walk towards the rubble and then type player.setlevel 2 in the console - the rubble will disappear (and if you use player.setlevel 3 the rubble will appear again).
NOTE: be sure to always start your XMarker from a DISABLED state since the script activates the XMarker when conditions are met and disables the XMarker when conditions are no longer met.
I made this script for my mod Horse Rider Patrols Hold and have decided to release it as a standalone because I think it's a very helpful little script.
Mods making use of this script:
Dovahkiin Statue - Statue of Dragonborn from Trailer