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xenaclone

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  1. Okay, I'll try something later. Not in front of my gaming computer now. Let you know soon if anything works.
  2. Trying to add an alias to a group of four NPCs, but in efficient a way as possible. If I've got dual properties set up: one for the ReferenceAlias, the other an Actor property, that works fine. ReferenceAlias.ForceRefTo(ActorProperty). "Hey, come follow me" and that NPC does just this. The AI package is added into the Alias, but not into the NPC itself. Not a prob, the alias fills/the package activates. But if I've got a group of Actors stacked into an Array (Array is toggled on, and each NPC is selected into this property), this compiles fine, but doesn't do anything in the game. Maybe Actors can't be filled via alias into an array? Or if so, what is missing? I can add each individual actor as his/her own Actor property, write the script that way... ReferenceAlias.ForceRefTo(ActorProperty)... ReferenceAlias.ForceRefTo(ActorProperty2).... and that causes them all to move forward in the game. But it also involves more work! Because a property is then needed for each Actor, and a script fragment needed for each as well. Trying to see if this works in a more efficient way. Seems like it's possible, somehow.
  3. It might help if you share the entire scripting process you've got going on. A script was presented in the other thread you started, which you said wasn't compiling. Maybe you got past that problem. But it would still help to see the entire process going on, I guess. But yeah, reverse-engineering something already extant in someone else's work can sometimes be helpful too, assuming Randomized and Respawning Followers actually works, of course.
  4. This is me too! It's taken me a godawful long time (literally years). Finally last year I got the hang of script fragments: simple codes which run locally during certain events (such as a piece of dialog being said). I'm now getting into scripts which can act more globally. But it's taken a long time. For me, I need to have something in front of me which I'm trying to accomplish. A bit of dialog gets spoken which causes a stage to set, and a timer to begin running, that sort of thing. I have a hard time picking up stuff if the language and/or concept is abstract; the Construction Set and Fallout's GECK, for some reason I was able to pick up how scripting works much more easily in those editors. Check out my modding guides if you'd like. A lot of my own personal modding ideas put into action in the games, maybe when you're stuck someday you might find an answer.
  5. What are people using for wikis while Bethesda's Official pages are under maintenance? I know UESP has a mirror site, thank the Gods. I'd be lost without it. But are there any other sites similar?
  6. Alright, finally got it to compile! Posted the solution in the OP.
  7. This isn't compiling. Is npc_alias the actual Alias Name from the Alias Tab? And what is the "npc" in the end of the fragment, (in parenthesis). What's supposed to go in there? Creation kit page has it arranged like Alias_JohnDoe.ForceRefTo(self). But no matter how I try to arrange, it won't compile. From what I understand I don't need properties, right? I've still tried making properties anyway, nothing works.
  8. Huh., so you're saying you hit the NPC on accident? What Faction(s) is the NPC a part of? How compatible are those factions to the Player? Is the NPC a Friend or Ally to the Player? Just phishing. That's where I'd start looking, I guess. There are mods (such as Amazing Follower Tweaks) which can be set so NPCs completely ignore friendly fire, so the possibility is there. I suppose I would try looking into how one of those mods is set up, assuming I'd really get stuck.
  9. Ah, very nice! See, and I already came up with a workaround! But that's okay, I can still use this info for the future. Hey, xkkmEL, thanks for taking the time. Pancakes for you.
  10. Hmm, I think I'm onto something. DialogueGeneric has aliases which cause followers to wait, at least. Gonna study that. EDIT: yeah, getting this to work seems insane. So many factors need to come together. I've been at this on and off for hours now. Getting nowhere. EDIT 2: I give up! But it's okay. I made a FormList instead. Packed all of the AI so far into that list, so I can use it on all the NPCs in my party! If I need a separate package for a secondary NPC, I can just use a GetIsID to define this directly on the Package. Voila.
  11. Sorry, it's me again. Still trying to learn how AI packages work, but through Aliases. All I'm trying to do is this: I say to an NPC "Yes, you can follow me", and then an alias adds an AI Package to this NPC. Here is a solution. Tested in game, it works. 1). If the NPC hasn't got a Reference ID, give the NPC a Reference ID in the Render window. Copy this name so it can be pasted. 2). Make an alias on a quest. Right-click > New Reference Alias into the Alias window. 3). Click Specific Reference as the Fill Type, and find the NPC's Reference in the scroll-bars. Conversely, Unique Actor can also be used, as long as the NPC is a (you guessed it) Unique Actor. The alias can have the AI package attached directly to it, along with scripts, and all sorts of other good geekiness. And see: the advantage is, this frees up space in the NPC's AI Packages window. From what I understand, adding packages this way works more flawlessly than adding packages directly to an AI stack. Although I've never had any problems doing so. 4). Toggle Optional on, and this is the only flag which needs to be toggled. Sometimes if Optional is not toggled on this can cause a quest to not start. --These are the minimal features to add an alias (and therefore an AI Package) to an NPC. So click OK, or click into the Alias Name slot and press ENTER or RETURN. Click OK again, closing the quest panel, and save. Reopen, and head to Dialogue Views or Player Dialogue. 5). At the moment (when speaking to the NPC) when I've got "Yes you can follow me" for a clickable topic, two properties are needed: 1. a ReferenceAlias (can be the same name as the alias just made) and 2). an Actor property. Paste the Ref ID copied in step 1, this way the property auto-fills. 6). Final script is: ReferenceAlias.ForceRefTo(ReferenceID) Aliases clear automatically when the quest stops. However if the quest is to continue running while the alias ends, the fragment is ReferenceAlias.Clear()
  12. Wow, that's really ambitious: voice, and story, and writing your first quest. Quests alone are a much different endeavor than they were in OB's Construction Set or Fallout's GECK. Good luck with that! Since you're new, best to make a brand-new Gian. Right-click > Duplicate the original. Now his ID will be named GianTheFistDUPLICATE, which is kind of awkward, so give the guy a unique name. When you save (click OK) it'll ask if you want to change to a New Form, and click No. Then click Yes. Reason why it's not good to modify the original guy is sometimes your changes can make problems happen. If these problems happen to the original Gian now you're stuck. Especially if you've already played the game and saved a few times, changes get baked into the save. With the duplicate you've got freer reign to make mistakes, which you will do as a n00b! But that's part of the learning process. Feel free to message me about quest stuff.
  13. That's really helpful too. Wow, so properties don't always need to be local. That helps a lot.
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