Enabling disable NPC's - double checking if I got this right

Post » Wed Dec 31, 2014 3:10 pm

So I'm making a small quest to test and see from what I've learned if I've done this correctly. As the topic states, I'm trying to bring an disabled NPC into the Skyrim world by the activation of a quest.

Anyway, I have the NPC linked to a markerheader while the NPC is initially disabled. By activating the progress, I go to the Quest dialogue setup, write out the 0, 10, 20, 30, etc. and setup the dialogue scripts to talk with another NPC in order to activate that quest. After I complete the dialogues, I go to alias and I type in the alias character of the disabled NPC, and then check allowed disabled. After that said and done, the NPC should be allowed to appear in the map now that the start has started.

I got this all down correctly right? Mind you that the tutorial doesn't have this kind of info available, but I've done other off site research on how to do this (Such as school)

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Tanya Parra
 
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Post » Wed Dec 31, 2014 10:19 pm

It sounds right, honestly just test your mod in game, the logic of what your doing makes sense. If that doesn't work maybe try making a quest script attached to a map marker or something similar. Condition it so that the script only fires at the right stage of the quest then add a line of code that spawns or teleports the npc that you want to the location.

I'm saying these things off the top of my head as something you can try, I don't know if they'll work or not but I thought I'd give it a shot.

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JUDY FIGHTS
 
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Post » Wed Dec 31, 2014 7:53 am

Alright! I'll test a go and see if the two bandits show up :P if so, I can finally rest in peace with this project that I've been studying on

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Nomee
 
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