QUOTE(armageddon818 @ Jun 9 2008, 09:52 PM)

true, but that is why i classified them as furniture, because the fact that spell casts the hurt spell when you fire it at misc. furniture/containers i figured it would register with that too. It also worked for the melting spell that i have, which disables it.
Containers are less reliable, and still need to have a collision surface for the spell to hit. Furniture typically does not register those sorts of things, and is intended instead as something which initiates a sit/sleep idle when used. Furniture would also, still, require a collision plane within the .nif. A collision box won't cut it, a trigger box won't cut it. It has to hit the actual activator.
Using an actual moving object would require an animated .nif. The easiest solution would be altering some of those meshes which already make use of a lifting animation (alyied ruin traps, Oblivion masher lifts) and replace, or retexture those parts. This is however a bit complicated, and requires a better than average understanding of how to link meshes to nodes.
As far as everything goes, you have your work cut out for you. I wouldn't attempt this sort of thing myself, not because it isn't possible, but because all the time and effort spent on all these little "features" probably isn't worth the result in the long run. The fact that you don't have access to someone able to make, and rig, all the new models, and don't seem to understand scripting very well, especially when it comes to unusual things like this. The best advice I can give you is to put the project aside for now, and work on each of those elements seperately, using existing meshes. Then you aren't spending all this extra time trying to figure out things, and making meshes for things, which probably won't work very well in the end. You won't get good any anything by beating your head against the wall trying to do one or two things, you get good by doing alot of less complicated things well, and understanding how everything is related. In short, start small. Rather than make some themed cities, make a non-themed one.
http://thenexusforums.com/index.php?showtopic=61126Is a worldspace which could probably use some new modded cities with player houses. By doing that, you would not only get some good experience modding something that doesn't require any unusual features, but also something which people could use. Even with a project like that, you could work in some fairly complicated scripting by doing some quests, or adding a buyable house. Don't think that you have to do scripting, modeling, or texturing to be good. A well designed interior or town can be much more useful to more people than any scripting, modeling, or texturing. It is those who can do those sorts of interior and exterior work which provides new places for people to visit. Take me for example, I spent alot of time figuring out scripting, AI, and modeling, but kinda suck when it comes to making worldspaces, and should have probably spent more time learning how to arrange interiors well.