#How to: Add options (menu?) to interior cell
1 messages · Page 1 of 1 (latest)
if you need a tiny mod for each version of a shrine you can do the following to quickly produce it: Save Changes -> (without exiting CK) move the file to another folder -> make changes/save changes -> rename file -> move file to another folder.
in doing it this way you can quickly produce a batch.
Make your shrine an activator and place all of your items that you want to use in their correct locations and then set them all to be initially disabled
Then add a script to it, something like this:
ObjectReference Property Object2 Auto
ObjectReference Property Object3 Auto
Message Property ShrineMenu Auto
Event OnActivate(ObjectReference akActionRef)
; Reset Status
Object1.Disable()
Object2.Disable()
Object3.Disable()
If akActionRef == Game.GetPlayer()
DisplayObject()
EndIf
EndEvent
Function DisplayObject(int aiButton = 0)
aiButton = ShrineMenu.show()
If aiButton == 0
Object1.Enable()
Elseif aiButton == 1
Object2.Enable()
ElseIf aiButton == 2
Object3.Enable()
Endif
EndFunction```