LethalThreat Posted July 28, 2014 Share Posted July 28, 2014 Hello, I have a few questions regarding creating a custom home in the Creation Kit.First: How do you get your spouse and kids to move in with you? I know there is mods to do this but I don't want to use them with my house I'd rather ask them like you would for vanilla/Hearthfire houses.Second: Is it possible for the spouse and kids to wander inside the house and into a major city? Inside the house will have a few cells so I was looking for them to wander between the cells, wander around the house outside, and maybe head to a major city every now and then.Third: Lastly, how about visitors? Is there a way to have random followers or NPCs that you have became friends with pop in every now and then I know that some of these require changes to AI packages and hidden quests so if anyone could offer guidance on how to do this that would be great or if you can direct me toward a helpful guide. Thanks in advance,LethalThreat PS - Sorry about the highlight, I didn't feel like rewriting it from Steam xP Link to comment Share on other sites More sharing options...
dastrokes Posted July 28, 2014 Share Posted July 28, 2014 (edited) I would still recommend you to use the multiple adoption mod, it's easy to implement and works without any issue, and a very important point that it offers compatibility between all the house mods, if you change the scripts just for your house mod, people cannot move their family elsewhere, and even after removing your mod, there may be remaining issues. For the visiter, here is just an idea:Create a new quest that resets say every week, in the quest alias, use conditional reference, add conditions such as relationships with the player, you can check the wedding quest to see how its done. Then you can set the AI package for the quest alias, you can set the day of the week and the times of the package so that maybe the npc will only visit your home on Sunday afternoons, you may also need to add the player faction to the alias so that they wont be considered as trespassers. Since the quest resets between certains times, npc for the quest alias will change after resetting. Overall I think this should be able to implement without much problem. Edited July 28, 2014 by swordboy Link to comment Share on other sites More sharing options...
LethalThreat Posted July 28, 2014 Author Share Posted July 28, 2014 Great! Thank you for the info. Link to comment Share on other sites More sharing options...
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