ingredients in alchemist shops Apr 12, 2018 15:55:42 GMT
Post by dogonporch on Apr 12, 2018 15:55:42 GMT
Ah, but with the "Open All Gates" mod (which you recommended a while back) there are these options:
0 = No Random Gates open. Only the 10 scripted gates do.
1 = Easy-1. No more than 20 random gates open.
2 = Easy-2. No more than 30 random gates open.
3 = Vanilla.
4 = Hard-1. Up to 70 random gates open with up to a 70% chance.
5 = Hard-2 (default). Up to 90 random gates (max without respawn) open.
6 = Extreme-1. Up to 150 random gates open; gates can respawn.
7 = Extreme-2. Up to 200 random gates open; gates can respawn.
8 = Extreme-3. Same as Vanilla, but the gates can respawn infinitely.
9 = Oblivion! Infinite spawn rate, and 100% chance of spawning. Good luck.
With a setting of "0" all you get are the ten gates required by the main quest, so not that many to remove. I would just like it scripted so each disappears around a week after it is destroyed (but as I've previously confessed, my scripting ability is nil ...I had to studiously remember to enable/disable various Morrowind mods since I couldn't trigger them to activate from game events).
I'm sure it could be done with script, as you mention. But most of the code-writers now work on Skyrim. Fejeena and I over @ LL have been trying to get better at recycling previous Oblivion scripts into useful mods (latest effort)...but still couldn't write code from scratch if you had a gun pointed at us.
My solution would be easier with the same results...just activate 7 days post-crisis. If you need a wee tutorial on landscape painting, I can help. I know it looks easy enough...but there are a few rules to follow.