PapaLegaBooboo Posted August 28, 2021 Share Posted August 28, 2021 I noticed when playing the dark brotherhood questline that when you're done talking to Lucien, he proceeds to leave the Inn, and when he finally goes through the exit door that leads to the worldspace, he disappears, or simply doesn't render on the other side. How would one achieve this with a custom NPC? My first guess would be to use a travel package that would have the NPC travel to a dummy cell? Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted August 29, 2021 Share Posted August 29, 2021 A scripted MoveTo or MoveToMarker would be how teleporting NPCs is usually done. But take a look at the scripts for the quest you're talking of and see how "they" actually did it as well. Link to comment Share on other sites More sharing options...
Pellape Posted August 30, 2021 Share Posted August 30, 2021 Do you mean how to do it inside CS or CSE? The Construction Set? I do use a dummy cell for it. Link to comment Share on other sites More sharing options...
bobbyskel78 Posted September 12, 2021 Share Posted September 12, 2021 if it was just a short visit, as in the Dark Bro, i think i might just disable the actor, as where am i purposely going to move them to? re-enable on reappearance.yeah, moveto not placeatme, as an alternative. Link to comment Share on other sites More sharing options...
Pellape Posted September 12, 2021 Share Posted September 12, 2021 I do think both works perfect to get the quest to tick to the next stage but it depends really. Lets say we need to kill someone called Tryggvar BaseID 1a1 and his ref in game is TryggvarRef and the Reference ID is 1a2 So to verify that is the case, well w can look fpr Tryggvar and his ref in CS or TES4EDIT which we fake I did really so to get the scenario best immersive we try to move to the reference that is placed in game: prid TryggvarRef player.moveto (It will also work to) prid 1a2 player.moveto If the target cannot be found with prid, the target is gone from game as if it is there, no matter ig it is enabled ordisabled, we will see the full reference ID and name up at the screen like "000001a2" TryggvarRef We need him to pop up in game as he is not there, he is no where player.placeatme 1a1 So this will place a new reference in game with a new reference ID and lets pray the quests relative to him will use the new ref ID but do not count on it. If you open console and click Tryggvar, you will see: "ff0002e8" TryggvarRef All references created temporary in game will start with ff and if we create 4000 Tryggvar, we might end up with bloat as well. I do not know how many we need to create to get a noticeable bloat but many and Wry Bash will inform us and also the OBSE Log as it will be there as a bloat warning or even a string bloat warning. Wrye Bash is good to delete the bloats but it will warn you to do it. If Tryggvar is in a mod, well I would disabled that mod to get rid of every Tryggvar and enable it again and restart the quest. We cannot do that if the quest is inside the oblivion.esm but we can always edit the quest, and save it as a new esp and we did solve this in the most immersive way possible. If we do not care to cheat, well.... Getstage DBKillTryggvarQuest >STage of DBKillTryggvarQuest is 10.0 Setstage DBKillTryggvarQuest 20 It doesnt matter if Trygvar is in game or not. You succeeded in killing him. Setstage might not always end up in a 100% success, not if stage 20 has code that make vital changes in the quest script or the result box that is vital for you to be able to do stage 30. The only way to figure that out is to check the quest in CS really. TES4EDIT is cool, but it split up resilts and all stuff into their own tree structure. The purpose of TES4Edit and CS are very different and both are so damn cool and useful Link to comment Share on other sites More sharing options...
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