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Posted

First, how do I make an essential npc non essential. What properties do I need to set, and what do I write in the fragment box in the quest stages tab.?

 

Second, how to I advance a stage upon entering a cell?

Posted

1.

MyActor.setessential(False)

 

 

2.You'd create a triggerzone with a script like this:

Quest Property TheQuest Auto

Event OnTriggerEnter (ObjectReference AkActionRef)
If AkActionRef == Game.Getplayer()
TheQuest.setstage(10)
Self.disable()

Endif
EndEvent

 

Posted (edited)

About essential flag

See https://www.creationkit.com/fallout4/index.php?search=SetEssential&title=Special%3ASearch&fulltext=Search

 

About quest stage advancing

See https://www.creationkit.com/fallout4/index.php?title=SetStage_-_Quest

 

About Cell change

I know about the event that fired when Location changed (https://www.creationkit.com/fallout4/index.php?title=OnLocationChange_-_Actor ) but there is no similar event for cells.

 

But there is another event (https://www.creationkit.com/fallout4/index.php?title=OnCellLoad_-_ObjectReference ) that might be useful for your purposes. See also - (https://www.creationkit.com/fallout4/index.php?title=GetParentCell_-_ObjectReference )

Edited by DlinnyLag
Posted
There are default triggers with default scripts attached to them which you can use to set a stage. Just create a trigger(click on the box with a T), and use one of the "SetStage" triggers that you deem appropriate(e.g. something like the Setstage player only trigger). Then you navigate to the script properties of said trigger in the render window and select the stage you want to be set and other options.
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