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Serebro Moniker

He who moves it moves it
Is it possible to assign the ability to open a specific door to an object, like an item of clothing or a weapon, instead of a key?
 

jolafer

New Member
I don't know - but it's a neat idea !!

The options under "requires key" all seem to be ~keys~ by default, but I don't see why you couldn't assign a specific door to be opened by the "Ring of Zortz" instead...?
You might have to create the new unlocking item first - I really don't know.

One (kinda clunky) workaround might be to stick a silent "doorman" nearby (like a tame skeleton?) with a "mini-quest" whereby if you HAVE the Ring (or whatever), it gives you the key...??
 

Serebro Moniker

He who moves it moves it
Not quite what I was aiming for, but no matter, I've changed the quest I'm planning so much it's no longer necessary. Thanks for the help!
 

jolafer

New Member
Cheers!
I don't think I was any help at all, but it's kind of you to say so.
I'm very new to modding, and don't know much.
I'm trying to learn, but I can't find a door that fits with the nice stone GenKit rooms.

My notion was that IF a player met this guy, or got there, they'd have access to a swell house wioth all that could be, and plenty of storage. My ~idea~ was, you'd have to help the fellow out, to gain access to each room (sort of like a key, that isn't a key?) - but I chose the GenKit, and so have doorways snapped-to... but there are no doors to put [or lock] between them.

Be well, and good luck with your plan - I'm keen to suggest other moot & useless things you;ve long dismissed in future as well....!
 

jolafer

New Member
Thanx - very kind of you to say - and i guess that means you don't know any door thta fit the Gen Kit either...?

Seriously, build your game.
It sounds good to me already, you have a plot.
That's story... and that (IMO) is crucial.
Make your mod a good story, and it's a winner.
 
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