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Grant2600

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  1. Hey guys, I'm using the PlaceAtMe function in fallout 3 to place npcs at xmarkers during the gameplay. The command is firing in my quest scripts, npc attached scripts etc as part of my mod. I know in skyrim creation kit there is a parameter that says whether or not the spawned reference is persistent or not which is really handy. However I need to spawn persistent references in fallout 3 now but there is no parameter for that in the fallout3 geck. neither is the setpersist function available in the FOSE. This is a problem for me because my npcs that I command to wait a a specific location in the game world are disappearing from the game when I leave and re-enter the cell (due to the fact they are not persistent and vanish when a cell is unloaded/reloaded/reset) They are not saved. Any help is much appreciated, thank you
  2. Hey guys, I'm trying to figure how I can assign AI packages efficiently during runtime. I know that one method is to use reference aliases and force to fill them during gameplay via scripts, I will probably go with this if there is nothing else. An old method I used was by setting all of the AI packages to the NPCs that I want to control and then having quest variables in my created quest scripts, in the conditions for all of the AI packages I would then compare and check the quest variables to determine what an NPCs should be doing. I feel this is a messy way of doing things as my NPCs end up with countless AI packages on their Actor base. Also I'm confused as to how the official game followers AI is controlled in game. How is their AI changed during runtime? because non of their AI packages relate to how they act when they are followers, and I cannot find any scripts on where the AI for these followers is altered. Thanks
  3. Hey guys, I have been working on a mod, and at some point in this mod the player is able to talk to an npc, the result of the conversation is that a non unique npc is spawned nearby on an xmarker, this npc'd ai package is to basically follow the player. Multiple npc references can be spawned in of the base base type, I am not using the potential or current follower faction, but my own follower faction that I have made specifically for my mod. The problem: The npcs will follow the player around in Whiterun, in and out of most buildings, however when I try to exit Whiterun through the main gate or enter Dragons reach, the npc's will not follow me through the doors, they also do not appear on waiting while I am on the other side of the gate (i can only see the door open and close as if someone has traveled through it as if they are attempting to get through it), they also do not respond to fast traveling outside of Whiterun. I have made mods before and used these methods so im not sure what is going on. the only difference is that now I am > 1.9v skyrim and long before on my older mods I was using < 1.9v skyrim. There are no other ai packages on the NPC's (apart from followplayer), there are no scripts, no external scripts telling them what to do, I have checked the van meshes. I really dont know what to do Another minor issue that is not really bothering me at the moment is that the dialogue from the npc response is not appearing. the quest dialogue is appearing but there is no response text. I have including the SEQ. Thanks, Hope someone may be able to help (my guess is its something to do with the version but im not sure how to deal with this)
  4. kudos for the mercenary mod.... :) just saw ur other db mod will dl and try cheers :)
  5. FIXED! For anyone else with the same issue. There was two problems with mine, the first was that when I re entered the game to test it I kept using a save that already had being loaded and saved with an old version of the mod already on it (Remember to use a save that has not been saved with the mod active). The second was that one of my aliases were not filling, as a result all alias fills were skipped so then I called disable on one of them it did not have a alias to get a reference from, to resolve this I simply went through all of my aliases and checked "optional" so if its skipped for some reason it doesn't affect the others and you can better deal with the situation as to why it is not filling correctly. References: http://www.gameskyrim.com/why-are-alias-not-filling-t256295.html
  6. Hey guys, I am unable to get NPCs to enable or disable. I've done it before with a previous mod is its worked fine (enabling that is, never needed to use disable untill now). I looked over the previous mod and made sure I did everything the same, the exception was that these new NPCs were not unique, so I changed one of them to be so like the previous mod just to see if that was the problem but it wasn't because the NPC still failed to become enabled. What I actually want to do is resurrect/respawn a number of NPC's using a script and I though that I was just doing that wrong. but it actually turns out I cant even get them to enable or disable which I have done before, so that got me thinking is it something to do with the alias that are setup. In the script the aliases are called in using ReferenceAlias and not alias (I have also tried it using alias). I have also made sure that the script is actually being run by placing debug.messagebox functions in appropriate places, so the script is being run and read but not working for some reason. Thanks.
  7. Hey, I'm currently using the Creation kit to mod skyrim but im having trouble with the quests, when I check the box "Allow repeated stages" it doesn't seem to work, I using different quest stages to control the AI of some of my characters and without being able to revert to previous stages of the quest then it cannot work. I monitor this in game by using the SQV command and using script after dialogue to change the stages back and forth but it will never allow me to visit the same stage twice. Any help is much appreciated thanks.
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