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Making an NPC immune to pickpocketing/hiding the pickpocket prompt


Minuos

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Yes I am sure and this is exaclty why mods that make large numbers of actors persistent are just as toxic and cancerous to games as breaking precombines.

 

If a quest conditional fill can not find objects or actors in game THEY ARE NOT PERSISTENT - UNDISPUTABLE FACT.

 

I now give up and shall move on.

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Yes I am sure and this is exaclty why mods that make large numbers of actors persistent are just as toxic and cancerous to games as breaking precombines.

 

Then I guess it's good I've never made such mods.

 

If a quest conditional fill can not find objects or actors in game THEY ARE NOT PERSISTENT - UNDISPUTABLE FACT.

 

This is exactly what I meant. Spawned settlers always can be picked up alias fill conditions, that's why I though they were persistent. I didn't want to question your knowledge about these things..

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I sincerely hope my mod doesn't give anyone cancer.


At any rate, I got what I wanted by using the following line in an activate perk entry fragment:

(akTargetRef as Actor).Activate(akTargetRef)


Standard activation is blocked, so no pickpocketing occurs. The NPC essentially activates itself, triggering the OnActivate event in its own script. As an added bonus, I can set the activate label to whatever I like.

Edited by Minuos
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