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Thema: Alle Tore offen?

Baum-Darstellung

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  1. #3
    Es gibt mehrere Konsolenbefehle, die dsa Erscheinen von gates beeinflussen. man kann damit zB beeinflussen, wieviele der möglichen gatepositionen benutzt werden, und welche Chance besteht, das ein gate öffnet, wenn eine Zelle betreten wird.

    Zitat Zitat
    Quelle: http://www.uesp.net/wiki/Oblivionblivion_Gates

    Console Commands

    There are several Console commands that can be used to control Oblivion Gates or influence whether or not random gates open. Note that all of the commands provided here are case insensitive; capitalization is done just for clarity.

    * To close a gate while in Tamriel, click the gate in the console, and type:

    CloseOblivionGate

    * To close a gate while in Oblivion, type:

    CloseCurrentOblivionGate

    This will close the gate that you entered through and teleport you back to Tamriel.

    * To determine how many of the random gates will open, type:

    set MQ00.MaxOpenGates to x

    x is a number between 0 and 90. Setting x to 0 will prevent any new random gates from opening (but will not close any that have already opened). Setting x to 90 makes it possible for all random gate locations to open (although does not guarantee that they will open: whether any particular one opens is still randomly determined each time you approach that area). Note that several Main Quests reset this variable.

    * To change the likelihood of a random gate opening, type:

    set MQ00.RandomGateChance to y

    y is a number between 0 and 100, and provides the percent probability that a gate opens when you enter that cell. Setting y to 0 will prevent any new random gates from opening. Setting y to 100 will guarantee that a gate will open when you enter the cell (provided that the total number of opened gates is less than MQ00.MaxOpenGates). Normally, y will range from 0 to 50, depending upon where you are in the Main Quest. Note that this variable is reset by several quests.

    * To allow gates to reopen, type:

    set MQ00.AllowGatesToReopen to z

    z can be 0 or 1. Normally it is set to 0 (i.e., gates will not reopen, despite what the game guide says). If you set z to 1, it becomes possible for a new random gate to open in a location where you had previously closed the gate. The chance of a gate reopening is controlled by the MQ00.RandomGateChance variable.
    Aber wahrscheinlich nützt dir das nichts, weil man ja meistens nicht die gleichen Befehle in einem Script im CS benutzten kann. Aber das weiß ich in diesem Fall nicht genau.
    Geändert von Grimoa (09.01.2008 um 12:04 Uhr)

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