wolron
Jan 29 2004, 09:33 PM
I was collecting the Boots of the Apostle (third game) and noticed something that I had never noticed before. I happened to be looking at one of those lava vents that are in many of the caverns of Vvardenfell and suddenly there were words of description given on it. Usually when you find something that is notable to the point of having a description, there is a use for it. Is there a use for this lava vent? The words were "Large Steaming Lava Vent". I guess there may be no more use for this than the numerous pieces of machinery in the Dwemer Ruins that also have descriptive words given when you view them. But hey, it is worth the question.
Ebecad
Jan 29 2004, 10:15 PM
I could go into explanation about this, but I'll just give you a simple no.
cmac
Jan 30 2004, 12:16 AM
No relation to anything- like the Pool of Forgetfullness, it is merely there for decoration. It is the same thing with the Dwemer machines- they have names because they are Activators- they move. The Vent is an Activator because it has the moving steam. No further meaning.
saldrex
Jan 30 2004, 12:37 AM
Their only point is to spew steam, nothing more. They do nothing else.
Breton Thief Oriana
Jan 30 2004, 12:51 AM
They do do something else- they add to the ambiance. otherwise, youd be going through saying stuff like "wow. why is huge rock with a hole sticking out of the ground?" plus, i think they need to make it have a label for it to act using their scripts. like how if it didnt it would just sit there like the walls.
cmac
Jan 30 2004, 12:57 AM
| QUOTE (Breton Thief Oriana @ Jan 30 2004, 12:51 AM) |
| plus, i think they need to make it have a label for it to act using their scripts. |
Having a script attached to it has nothing to do with having a script. The only script on the vents is the one to make it produce the steaming sound.
Breton Thief Oriana
Jan 30 2004, 01:02 AM
hey, i dont know scripts. i just say what i think. but it would make sense. everything that acts/reacts/etc. has a script attached to it, correct? and everything that A/R/Etc. has a label too.
saldrex
Jan 30 2004, 01:06 AM
They have scripts but having a script has nothing to do with the label.
ohGr
Jan 30 2004, 02:47 AM
yeah, since their an activator, they have a label, but their only decoration, they only have scripts unless they emmit a sound.
wolron
Jan 30 2004, 02:30 PM
OK, if I am interpreting the answers correctly, anything that has motion must have a label. That would explain why some things are labeled even though you do not need to do anything with them. Sounds good to me. Thank you.
Marxist ßastard
Feb 2 2004, 07:40 AM
Nope, not all activators must have a label -- this is just another instance of what looks like a shortcut that the developers put in there that didn't get cleaned up when the game went gold. As for a label's relation to a script, not all scripted objects have labels, nor do they have to have labels for an attatched script to function properly -- in fact, I cannot recall any way to even call an object's name.
| QUOTE |
Cmac:
Having a script attached to it has nothing to do with having a script. |
Score... First cryptic remark made by Cmac!
hobs0n
Feb 2 2004, 12:43 PM
I always thought that you should be able to do more in the Dwemer ruins

The first time I found that Deep Orc Passage in the ruin close to Balmora I was so excited! But then it turned it didnt lead to somewhere really cool or similar

Does anyone know if there are any cool Dwemer mods/TCs/new stuff that lets you do more Dwemer adventuring?
Malchik
Feb 2 2004, 02:52 PM
hobs0n, you are new. Have a read of the rules and you'll see that asking a question that is not directly related to a thread is frowned on. There may be info on what you want in the mod dbase or in the plug-ins section. If you can't see it (the search button is quite useful if you remember to do it on all forums and both under and over 30 days) start a new thread in plug-ins. Cheers.
Others - can we stick to scripts, labels and activators please.
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