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ZephyrX

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Everything posted by ZephyrX

  1. I fixed the small error in the mod and it's attached to this thread. The home I added is near Vault 101; there's a mapmarker there that you can fast travel to. It's called "Vault" simply because I couldn't think of a better name. The weapon used for capturing NPCs, which is named "Capture Laser" is on the desk in the Vault. It's not that big since my computer can't handle large cells so it shouldn't be too hard to find. Besides that, there's a teleport system that works mostly well I think. When you load the mod, it'll add an item called "Vault Teleport" to the Aid part of your pipboy. When you use it and exit the pipboy, you get sent to the vault and a marker is placed where you used it so that when you enter the other door in the vault, you get teleported back to where you were. Nifty, right? Anyway, like I said before the problem is that the prison system. Try shooting an NPC with the Capture Laser and then go to the vault. The NPC should be there, but when you leave and reenter it should change its script package and might be gone. If you're going to look through it in the GECK, you should probably ignore that whole block of text :smile: . Thanks again and good luck!
  2. @ gsmanners I think that's a good idea, but I can't figure out how to get the "Must Complete" box checked in a sandbox package. The "Must reach end location" (or something like that) is checkable for a sandbox package, but it would terminate once the NPC goes to the area that it's supposed to sandbox in, which wouldn't make it indefinite. Maybe if there was a way to get the end location to be in some dummy cell that would be unreachable if there was a place to put the end location in? @ Gerazzi I'd really appreciate that you would take the time to look at my mod :smile: ! I was trying to make a home for the player and have most of it complete, except for prison for capturing NPCs. I got the idea from the Enclave Commander mod and thought it would be really cool to integrate with my mod since I couldn't figure out how to make a plugin for that mod that would work nicely. Anyway, the thing is that after an NPC is captured, it stays in the prison until I leave the cell, after which it seems to disapear. I found out that it was similar to what gsmanners posted how the sandbox package was being removed for another package. I've tried adding an "addscriptpackage" in the "change" part of the sandbox package, but that crashed the game. I'll try to get it up as soon as possible and I'll post the link when it's up. I just have to fix a few things with it first, but it should be up soon. Thanks!
  3. Hi everyone. I'm trying to make an AI sandbox package for NPCs to use in my mod. My problem is that I can't figure out how to make the package have priority over other packages. I'm using the "addscriptpackage" function to add the package and it works for awhile until I leave the cell and wait a few hours. Then the NPCs seem to just walk away and do their regular scripts. I've tried everything that I know about modding (which isn't that much :biggrin: ) but I'm no closer to solving this than I was a month ago when I started this mod. Can anyone shed some light on this topic?
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