TheSHO1BANG Posted November 12, 2013 Share Posted November 12, 2013 Hey everyone, So lately I've been working on my first mod for NV, which basically adds a few quests and two companions. I know it's pretty ambitious for a first mod, but so far I've done quite a bit. I've built the new enviroment of the mod, and have pretty much completed the first quest and tested it, yet there are some stuff I can't figure out.First of all, at a point in the mod someone is crucified. I picked a dead npc and managed to make the right package, but when he is on the crucifix, he is still talking to me! Greeting me and everything :PI tried adding 'none' in the voice type, but it resets itself. His hit points are 0, and he is named as DEAD in the geck. If anyone could tell me how to shut him up and just have him hang there, I'd greatly appreciated it.And secondly, the quest I'm doing now you receive from an NPC. It has five stages. I want to, after the completion of the third stage, make the npc who gave you the quest disappear from the map. How can I do this?Thanks for reading, hope you can help me out, cheers :) Link to comment Share on other sites More sharing options...
bjornl Posted November 12, 2013 Share Posted November 12, 2013 Hi, in a similar position (making my first mod for public consumption after previously only making minor ones for myself). I mention it so that you don't mistake me for one of the several gurus who haunt these forums. A simple way to keep someone from talking is to give them conditionals in their dialog. If you want you can kill them. (npcREF.kill) Are they set to essential? It would explain the regeneration. If all else fails give custom dialog with nothing but moans.One way to have an NPC disappear is to either disable them or move to a cell with no exit. A storage chamber if you think you might need to bring them back later. Link to comment Share on other sites More sharing options...
TheSHO1BANG Posted November 13, 2013 Author Share Posted November 13, 2013 Hey thanks a lot for replying!The thing with the crucified fella is that I do simply want him dead, not even moving or anything. When the corpse is simply standing in the world he is just an object, but once I give him the AI package to hang from the cross, then he suddenly becomes alive. I guess maybe the AI package itself is the issue? If so is there a way to get him up there without an AI package?But you suggested killing them with npcREF.kill, I would have to use this in a script, right? In my case a script that is always enabled. I havent done too much scripting yet, so I'm afraid screw this up.Oh and concerning the one I want to disappear, I guess in order to disable him like you suggested, this would need a script too, which would be, in my case, enabled after the completion of the third stage of the quest?Thanks again. Link to comment Share on other sites More sharing options...
bjornl Posted November 13, 2013 Share Posted November 13, 2013 Have you tried just editing the AI package to remove the sandbox options? Such as hellos player? change the name of the AI package, say yes to new form, remove the old one add the new one and edit away. Have you looked at the powder gangers in Nipton? They don't talk, but are not dead 'they are near death' as I recall. On the disable, just have it as a conditional testing quest stage on his initial script. Or as part of just about any other script related to the quest. However, I suggest you make sure that he is a good distance from the PC or that you hide his 'phasing out'. Link to comment Share on other sites More sharing options...
TheSHO1BANG Posted November 13, 2013 Author Share Posted November 13, 2013 Right, I edited the AI package and it worked out, thanks a lot! What exactly is the command to disable someone that I have to implement in a script? Link to comment Share on other sites More sharing options...
TheSHO1BANG Posted November 13, 2013 Author Share Posted November 13, 2013 Sorry for the double post.This is a script that ends the 2nd stage, and initiates the third one (correcting my mistake, I want the NPC to disappear at the end of the 2nd stage, not third). scn slavelistscript2 begin ontriggerenter player if getstage slavelistquest ==20 setstage slavelistquest 30endif end Could I fit in the disable command after the 'setstage slavelistquest 30'? So that it occurs right after that stage starts, and the previous one ends? Link to comment Share on other sites More sharing options...
bjornl Posted November 13, 2013 Share Posted November 13, 2013 If you look at my WIP thread the last page has how I disable an NPC after it engages its self-district. Basically it is just this:if (test condition) npcREF.disableendif Link to comment Share on other sites More sharing options...
TheSHO1BANG Posted November 13, 2013 Author Share Posted November 13, 2013 Wow, that worked perfectly man, thanks a lot!I'll definitely have more questions in the future so I'll just be posting them here, and to anyone kind enough to help me out, I'll be much obliged. Link to comment Share on other sites More sharing options...
TheSHO1BANG Posted November 19, 2013 Author Share Posted November 19, 2013 Right, I have encountered another problem. I have placed some wood planks next to each other, over the ground, and when I'm ingame I can walk on them normally. But whenever I place an NPC on them in the GECK, using the f button, they always spawn below them, standing on the ground. They seem to stand on the wood planks fine in the render window in the GECK, yet ingame they are always on the ground under them. Now I wonder, is there any reason for this? And if you don't know why, is there anything I can place on the same level as the wood planks which works as a surface, yet is invisible? Link to comment Share on other sites More sharing options...
bjornl Posted November 19, 2013 Share Posted November 19, 2013 Not sure what is going on, but since it works in game not sure it matters. Get the height of the planks (click on them in geck and select edit) then do the same to the NPC and move the NPC up a tiny bit. If the planks are a walk way, don't forget to navmesh them. Link to comment Share on other sites More sharing options...
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