Door

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A door is a special example of an activator. However, it has built in functionality for activation.

  • Animating doors run their animation when activated. Usually this means swinging open.
  • Load doors link to another load door reference somewhere in the game. When activated the actor is teleported to that other reference.


Flags[edit | edit source]

  • Quest Item: Not used.
  • Oblivion Gate: Marks this as an Oblivion gate.
  • Automatic Door:The door will activate automatically, moving the player into the cell the door teleports to once they are close enough to it.
  • Hidden: The door will not be shown on the local map.
  • Minimal Use: NPCs will not use this door when path finding through the cell.

Randomly Teleports to these Interiors / Worldspaces only[edit | edit source]

When there are items in this list, the destination for teleporting is left undecided until the player activates the door. At that time, the destination door is decided and saved with the save game.

To add interiors or world spaces to this list, click and drag the cells/world spaces desired from the appropriate window under the "World" tab, and drop it into the list.

The door setup is different from normal doors, which must be linked to another door. Random doors must be linked to a persistent object (XMarkerHeading being the usual choice) in the same cell. The object sets the arrival spot when this door is chosen by another random door, therefore it is usually placed right in front of the door.

When a random door is first activated, the game randomly picks one destination from the list. Then it looks in that destination cell for random doors that have not been picked yet, selects one of them and permanently links it to the activated door.

If the player repeatedly enters and exits the door, he will always go to the same location. However, if he restores to a save game from before he activated the door for the first time, it will generate a new random destination.

  • Note: One way to reset this door to its original, not linked, state is to set the door as an Oblivion Gate, the destination cells as Oblivion Interiors, use CloseOblivionGate on the door (which sets the door as Destroyed) and, finally, use SetDestroyed to un-destroy the door.

If multiple doors can randomly link to the same destinations, the game will attempt to pick a destination that has not been picked yet. For example, if doors A and B both randomly link to cells 1 2 and 3, and if door A has been opened and linked to cell 1, then door B will attempt to select cell 2 or 3. If there are more doors than destinations, such as 4 doors that link to 3 cells, the fourth door to be activated will select one of the already linked to destinations. The destination cell/worldspace will be reset, and the door that originally linked to that destination will revert to the random state (the next time that door is opened it will select a new destination).

It seems that this type of door was created to be used by Oblivion Gates. When the door is not an Oblivion Gate and/or the destination cell is not an Oblivion Interior, the behavior is different. In the example above, the fourth door will say it leads nowhere and becomes useless.

Reference Fields[edit | edit source]

All door references are persistent.

  • Lock Tab: Sets the lock difficulty ("level"), whether the lock is leveled, and what key will open it. Leveled locks use the lock difficulty as the base level.
  • Teleport Tab: If checked, the door teleports the actor to the indicated reference. Both doors create a green heading marker indicating where the actor will appear. This marker starts with the same position as the door and must be moved away or the actor will appear embedded in the door.

See Also[edit | edit source]