dietplums Posted January 21, 2024 Share Posted January 21, 2024 In the cell, I have a simple travel package on my NPC, he can unlock locked doors, but he cannot remove the chains on a barred door. He just gets stuck. If I remove the chains on the barred door, the NPC continues with their normal travel package. Is it possible to make the NPC remove the chains via the their package or will I have to use a script? The barred door I'm using is one of the packin ones. Thank you. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 21, 2024 Share Posted January 21, 2024 (edited) It seems to me the ChainedDoor script restricts the ability to take off the chains to the Player. You can check whether the NPC can actually take off the chains with the console command "ChainRef.Activate ActorRef". Replace ChainRef with the RefID of the chain and ActorRef with the RefID of the NPC. If they can't activate the chain then you'll need to make a script. Edited January 21, 2024 by LarannKiar Link to comment Share on other sites More sharing options...
hereami Posted January 21, 2024 Share Posted January 21, 2024 Possibly, might use Activate procedure on corresponding chain, like Travel to Door (optional), Activate (Chain, not door), then Travel farther. Unless attached navcut prevents NPC from doing that (if that Box surrounds Chain itself or maybe chain is behind the door). If so, then still could try to Activate() chain by script, then should make additional Travel package (point A - Door, Travel proc should probably Complete Package, Package should be conditioned to door locked state or else) and set script OnEnd. Although it seems easier to adjust Navcut position instead, if necessary. ps. Luckily, Chain can be Activated by anything (see DoorChain.psc) Link to comment Share on other sites More sharing options...
Recommended Posts