[Utility] How hard would it be to create this utility?

Post » Thu Dec 03, 2015 1:29 pm

Hey guys- I am a fairly novice modder and was thinking of a utlity that might be useful but I wanted to ask the more experienced people if it was possible first.

Essentially a utility quest that would make a target NPC start walking to the players location when value A and value B become true (value B explained in a second). Then if either value are false, the NPC returns to location X.

Value A would change to positive/ negative to reflect the modders' needs and defined outside the utility- e.g. value A is true when player has a specific item in their inventory.

Value B would be part of the utility to ensure the target NPC only walks to the players location at appropriate times (aka not when the player is in a dungeon, specific locations stealthing or during certain quests).

The utility would be of more valuable if it could be scalable- e.g. the quest could hold multiple NPC's who could head towards the player on different conditions.

Other ideas:

use of alias to define speed the target NPC would walk/run at.

would this conflict with AI for the NPC, aka combat reaction etc?

How to avoid situations where poor npc is staggering across countryside on bleed-out or stuck in some random geometry?

So- is it possible and how invasive would it be- compatibility is key, right

User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Thu Dec 03, 2015 7:41 am

The first part is pretty easy--you'd just have a Quest Alias with a 'Follow Player' package, then force the targeted NPC into that Alias; I'm not sure if Quest Priority actually applies in Skyrim, but I'd assume just giving your quest a 999 Priority would make sure the package always applies. You can then condition the Package using the 'Conditional' append on the Quest Script and Variable.

i.e. :

ScriptName extends Quest Conditional Int Property MyVariableA Auto Conditional

The hard part would be setting what item you want... I can't think of a "smooth" way to do this, personally; maybe something like a Spell that's cast and it opens a chest, and then when the chest is closed, it checks the first item and saves that? :shrug:

Fixing Bleedout you could probably just use ".restoreAV("Health", 1000000) to fully heal them; as for them getting stuck... I'd assume they'd work the same way normal NPCs do until they reach the player's loaded area--which *seems* to just be purely simulated movement, but maybe someone who has worked more with the AI will know the details.

User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Thu Dec 03, 2015 7:32 am

Hey- the first comment is hopefull! regarding the second- I was thinking of having a global variable for the quest alias and the global can be changed to true/ false depending on what the modder wants.

edit- of course global variables cant be aliases- so I guess a lot of the checks for Value A and Value B would be defined using the story manager- which then activates the utility quest.

the idea for this is to try and find a lightweight replacement for the courier which, while good- is limited. :(

User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am


Return to V - Skyrim