Making first mod better

Post » Fri May 13, 2011 11:37 pm

Released my first mod last week and I want to improve some things.

First: How do you force a conversation to start when you walk near an npc. I want the conversation with the quest giving npc to start when the player character walks into the quest givers bedroom. From what i've seen in other areas an xmarker may be useful for this, but i'm not sure how it all works.

Second: The first objective in my quest is to ambush a group of slavers and get a key to a vault. I want the slavers to spawn only if the quest has started that way the player character doesn't start the quest accidentily by killing the slavers before talking to quest giving npc. I used some activators in the vault to spawn characters at certain times and I assumed that activators would be needed in the same way for this problem, but I guess that I just didn't have the code right.

My mod is called The Railway Express and is uploaded on http://www.fallout3nexus.com/ if you want to check it out.

Thanks for the help.
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OTTO
 
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Post » Fri May 13, 2011 9:16 pm

First - Check out the tutorial in my sig, it covers how to make a forced greet.

Second - There are many ways to do this. You can place all your Slavers, but mark them as initially disabled. Then place a trigger that the player must walk through somewhere before he would see the area that they are in. Have the trigger run a script that checks if your quest is running (or use a quest stage) and if so, enable the NPCs.
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Katie Samuel
 
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Post » Fri May 13, 2011 3:14 pm

Thanks pkleiss, the dialogue tutorial was very informative. I'm still trying to get the force greet to work just right, but your tutorial helped a lot.
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adam holden
 
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