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[LE] A mod to banish the Thalmor from Skyrim


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Greetings. I am new to modding, and I am making a mod to fight the Thalmor (among other things). Now I am trying to hire Malborn (The elf who helps the PC in the Diplomatic Inmunity quest) as a caretaker of the Skyhaven Temple, so i wanna make Malborn go to the Skyhaven after completing the Thalmor Assasin quest.

 

I found this script in the CK tutorial

 

NPC.MoveTo(Location)

 

but I don't know where to put it or how to fill the references (I tried in the stages tab, and filling it with an Alias, but it didn't work)

 

so someone may help me please?

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You probably don't need to use any scripts at all. You could just put a sandbox AI package on him that says once quest X is completed, sandbox around Skyhaven Temple. You would probably need to override his AI that makes him flee the country after the assassin quest. I'm guessing putting it at the top of the stack on his alias in that quest would do it, but I have not checked.

 

It would be possible to use MoveTo on package start, but it might be cooler if you don't; by default he would just walk there in real-time from wherever he is.

 

For flavor you could add some idle markers like sweep the floor in Skyhaven Temple, and set him as the owner so other NPC's wouldn't use them.

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You probably don't need to use any scripts at all. You could just put a sandbox AI package on him that says once quest X is completed, sandbox around Skyhaven Temple. You would probably need to override his AI that makes him flee the country after the assassin quest. I'm guessing putting it at the top of the stack on his alias in that quest would do it, but I have not checked.

 

It would be possible to use MoveTo on package start, but it might be cooler if you don't; by default he would just walk there in real-time from wherever he is.

 

For flavor you could add some idle markers like sweep the floor in Skyhaven Temple, and set him as the owner so other NPC's wouldn't use them.

Thank you. I will try it.

 

But I fear that I will need to use the MoveTo beacuse I am planing on making him move to the Temple after he dissapears from game (he fled to Morrowind)

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In that case, since he no doubt gets disabled at that point, you'll need a script to re-enable him.

 

Or you can put a copy of him in the temple that is initially disabled and enable it at that point in the game. You would probably be able to do that by setting the original reference as its enable parent and check that box that says "opposite of parent," and again, this would be a simple no-script solution.

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I must report: I made the quest begin with a dialogue, but the dialogue repeats itself after some advancement in the quest, despite having marked the "say once" box

 

In that case, since he no doubt gets disabled at that point, you'll need a script to re-enable him.

 

Or you can put a copy of him in the temple that is initially disabled and enable it at that point in the game. You would probably be able to do that by setting the original reference as its enable parent and check that box that says "opposite of parent," and again, this would be a simple no-script solution.

 

Besides, I tried to place a copy the way you suggested me, but doesn't work

 

I also put a copy disabled to enable it via script as is taught in the tutorial, it worked once, but the game crashed and after that it didn't work again

Edited by ElrazielMoon
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"Say once" doesn't work with quests that are not start game enabled. The game will reset it on load. I usually work around that by putting a long repeat timer on it and setting conditions based on quest stages. It IS better not to use start game enabled if you can avoid it, but that's one drawback.

 

I'm not sure what you are doing as far as implementing or testing the copied character. It should be extremely simple. You drag-and-drop Malborn into Sky Haven Temple, set him as "initially disabled," set the original Malborn Ref as the enable parent, and check "opposite of parent." It might work best to make a duplicate of Malborn's base actor for this purpose, so you can give him his own AI packages and not trip over any vanilla mechanics.

 

It's possible this copy would only become enabled at the moment when the original actor is disabled by the original quest, so you would need to test with a save where that hadn't happened yet.

 

It's possible Malborn is not disabled when he "leaves the country" and that instead he is moved to a holding cell somewhere. I have not looked into it. If that's the case then the simple enable trick won't work. You could still work with a copy of the NPC instead of trying to move the original around, but you'd have to come up with some other way to enable him.

 

 

This is kind of a tangent, but: Malborn in the vanilla game is a really weak character who can very easily get killed by random enemies when he's running around during quests. If you have big plans for him, it might be good to set him as protected.

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"Say once" doesn't work with quests that are not start game enabled. The game will reset it on load. I usually work around that by putting a long repeat timer on it and setting conditions based on quest stages. It IS better not to use start game enabled if you can avoid it, but that's one drawback.

 

I'm not sure what you are doing as far as implementing or testing the copied character. It should be extremely simple. You drag-and-drop Malborn into Sky Haven Temple, set him as "initially disabled," set the original Malborn Ref as the enable parent, and check "opposite of parent." It might work best to make a duplicate of Malborn's base actor for this purpose, so you can give him his own AI packages and not trip over any vanilla mechanics.

 

It's possible this copy would only become enabled at the moment when the original actor is disabled by the original quest, so you would need to test with a save where that hadn't happened yet.

 

It's possible Malborn is not disabled when he "leaves the country" and that instead he is moved to a holding cell somewhere. I have not looked into it. If that's the case then the simple enable trick won't work. You could still work with a copy of the NPC instead of trying to move the original around, but you'd have to come up with some other way to enable him.

 

 

This is kind of a tangent, but: Malborn in the vanilla game is a really weak character who can very easily get killed by random enemies when he's running around during quests. If you have big plans for him, it might be good to set him as protected.

 

 

Well, I decided to make the Malborn copy in the Temple, and make him initially disabled, but I still don't get how can I enable without a script, I didn't found a tutorial for that

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My post WAS a tutorial... You're making this too complicated. You keep going back to trying to make these unnecessary scripts.

 

The enable parent function does all the work of a script for you, and in fact it cannot be overridden by a script if you try.

 

When you're editing the reference of Malborn, your copy that you dropped in the game world, in the exact same little edit window where you ticked "initially disabled," there is a tab called "enable parent." That tab has a check box to use the opposite state, and it has a spot to select another reference as the parent. You just need to find the original Malborn reference that's being disabled at the end of that quest, and select him.

 

That's it, the game does the rest for you. There are no extra steps to figure out here.

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My post WAS a tutorial... You're making this too complicated. You keep going back to trying to make these unnecessary scripts.

 

The enable parent function does all the work of a script for you, and in fact it cannot be overridden by a script if you try.

 

When you're editing the reference of Malborn, your copy that you dropped in the game world, in the exact same little edit window where you ticked "initially disabled," there is a tab called "enable parent." That tab has a check box to use the opposite state, and it has a spot to select another reference as the parent. You just need to find the original Malborn reference that's being disabled at the end of that quest, and select him.

 

That's it, the game does the rest for you. There are no extra steps to figure out here.

Thanks, and sorry for the incovenience.

 

I did now as you told me, but I don't know if the original reference is the one found in the Thalmor Embassy (Malborn moves too much) , because in the object window there's a "fake Malborn" who I don't know exactly where appears.

 

Another question: How can I make the "Thalmor Dossier Ulfric Stormcloak" a quest item?

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