dietplums Posted June 11, 2022 Share Posted June 11, 2022 I have a sandbox package on my NPC but I need my travel package to override the sandbox package when a quest stage has been completed. at the moment, once the quest stage has been completed, the NPC just sticks with the sandbox package and does not use the travel package, when I remove the sandbox package, the travel package works fine. I have already put the conditions on the travel package but I don't know what to do with the sandbox package. Thank you. Link to comment Share on other sites More sharing options...
84Cronos Posted June 12, 2022 Share Posted June 12, 2022 (edited) Give your sandbox package a condition as well that is only met before the travel package should be used. Once you've reached the new quest stage, in which the travel package is supposed to be executed, tell your actor to re-evaluate his packages. I usually do that in a quest stage fragment by adding an actor property(don't forget to set up the value of the property afterwards) and then I just write one line of code: myActor.EvaluatePackage()This causes him to check the conditions again and choose the appropriate package. Take a look at this link for further information:https://www.creationkit.com/index.php?title=EvaluatePackage_-_Actor Edited June 12, 2022 by 84Cronos Link to comment Share on other sites More sharing options...
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