ObjectReference Property flameSnake Auto ObjectReference Property flameFox Auto ObjectReference Property flameWhale Auto ObjectReference Property flameEagleA Auto ObjectReference Property leverA Auto ObjectReference Property leverB Auto ObjectReference Property leverC Auto ObjectReference Property leverD Auto
Event OnCellAttach() ; Optionally check if puzzle is already solved by seeing if one is disabled if flameSnake.IsDisabled() ; Reset flames flameSnake.Disable() flameFox.Disable() flameWhale.Disable() flameEagleA.Disable()
; Play any central animation if needed self.PlayAnimationAndWait("FullPull", "FullPulledUp") endif EndEvent
Add OntriggerEnter when you reenter to reset the switches? Well, after a 10 game day wait period that is.
I am not a fan of Arthmoor. I find that his changes are HIS changes and not a general NEED to fix a bug, more so than his view of right and wrong, which bugs me as it is NOT elective but mandatory.
If USLEEP/USSEP already had highgateruinspuzzle and this is a modification of that script, then what did it fix beforehand if it didn’t fix this issue? Was not aware of it being in the unofficial patches.
It works. In the erroneous state, the fires around the door (some or all) are lit. You know that this mod does its thing when interacting with a switch all 4 flames extinguish. After that you just have to input the correct order - after each input a flame will light up, and after the final one the gate will open.
24 comments
Would this work ?
Adding a persistent reference in HighGateRuins01
HighGatePuzzleResetScript extends ObjectReference
ObjectReference Property flameSnake Auto
ObjectReference Property flameFox Auto
ObjectReference Property flameWhale Auto
ObjectReference Property flameEagleA Auto
ObjectReference Property leverA Auto
ObjectReference Property leverB Auto
ObjectReference Property leverC Auto
ObjectReference Property leverD Auto
Event OnCellAttach()
; Optionally check if puzzle is already solved by seeing if one is disabled
if flameSnake.IsDisabled()
; Reset flames
flameSnake.Disable()
flameFox.Disable()
flameWhale.Disable()
flameEagleA.Disable()
; Reset levers
leverA.PlayAnimation("FullPull")
leverB.PlayAnimation("FullPull")
leverC.PlayAnimation("FullPull")
leverD.PlayAnimation("FullPull")
; Play any central animation if needed
self.PlayAnimationAndWait("FullPull", "FullPulledUp")
endif
EndEvent
Add OntriggerEnter when you reenter to reset the switches? Well, after a 10 game day wait period that is.
I am not a fan of Arthmoor. I find that his changes are HIS changes and not a general NEED to fix a bug, more so than his view of right and wrong, which bugs me as it is NOT elective but mandatory.
Anyway. LMK Skeever, ty for your work