#How to: Add options (menu?) to interior cell

1 messages · Page 1 of 1 (latest)

tame rampart
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i was considering making a whole menu system (small) to do it but ultimately how simple it was i just quickly made a bunch of tiny addon mods that ill pack into a fomod for it. (detailed explaination below)

#

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.

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in doing it this way you can quickly produce a batch.

fathom slate
#

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

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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```