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[LE] Lever, Static, Custom Centurion...


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I'm working on a mod that adds a custom steam centurion. It is supposed to act like a vanilla one, basically. Pull a lever and it attacks you. I ran into trouble right away, but worked out a plan. Put a static centurion in place, then do a swap when the lever is pulled. I got the static to disable, now I just need a way to enable the actual centurion. It doesn't seem possible to enable the static as a parent for the centurion. Nor have I been able to successfully link both to the lever. So what can I do?

 

Edit;

Okay I have it all working now using an x marker as the parent for the static and the centurion. The only problem now is the centurion spawns in the wrong spot. Is there a way to get an actor to spawn exactly where you want them too?

Edited by ReverendFelix
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I'm working on a mod that adds a custom steam centurion. It is supposed to act like a vanilla one, basically. Pull a lever and it attacks you. I ran into trouble right away, but worked out a plan. Put a static centurion in place, then do a swap when the lever is pulled. I got the static to disable, now I just need a way to enable the actual centurion. It doesn't seem possible to enable the static as a parent for the centurion. Nor have I been able to successfully link both to the lever. So what can I do?

 

Edit;

Okay I have it all working now using an x marker as the parent for the static and the centurion. The only problem now is the centurion spawns in the wrong spot. Is there a way to get an actor to spawn exactly where you want them too?

Try linking the centurion to an "xmarkerheading."

 

Also, if you do this again, you can use an enable parent where you have the static's parent be the disabled working centurion but make the static "opposite of parent." Then enable the working centurion which will disable the static as it will be "opposite of parent."

 

I hope I'm explaining that correctly.

 

Also, have you looked in "warehouseambushes" in the "worldspace interiors?" There is a dwemer centurion ambush there. Have you looked at how that works? Your method seems to be a great workaround but maybe the existing ambush would be more seamless. Good Luck!

Edited by Sovrath
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Linking the centurion to an x marker is a good idea!

Regarding the parent thing... I tried out the other way around. It wouldn't let me use the static for the centurion's parent. So I got the x marker idea while looking at how Clockwork removes the debris in front of the tunnel entrance.

 

And I tried to set it up originally like the vanilla centurion ambush style. But it uses a level list for the centurions. I couldn't figure out how to make it spawn my custom one. So yeah, I got creative.

 

Thanks for the feedback.

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If I am properly following what you are trying to pull off, why not just use a real actor for all?

 

(CenturionRef as Actor).EnableAI(False) will make him frozen as a mannequin. Flip the lever to EnableAI(True) and he proceeds to warm up and attack. SetGhost() too if you want no ez killing while hes suspended. Suppose the only thing I'd be fuzzy on, is ensuring he will always be a desired level range. Been a while forget all the nuances on that portion

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@Sphered The centurion in question needs to unique I believe. Reason being a inventory change. His name is "The Keymaster", he's level 50, and contains a key. I really would love it if he acted more like the vanilla centurions though. Like doing that start up then attack thing you mentioned. That would be ideal, but as I previously said, using a custom NPC made that too complicated for me to figure out. I'm still fairly new to Skyrim modding. I considered making a duped centurion leveled list, where all the variables are The Keymaster. Edited by ReverendFelix
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