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any way to make a script change an enable parent?


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So I'm working on my Emily Ortal companion mod. I had tried a number of ways (moveto, disable, set ai 0, etc...) to make the game get rid of vanilla Emily and enable my companion based on the outcome of Moon Comes Over the Tower. I was focusing on existing script variables for Emily and vFreeformLucky38 but I had somehow missed the fact that Emily has the initial strip light show as her enable parent. She also has a marker for her waiting spot and script packages that make her wait there based on the player entering the lucky 38.

 

Basically, I stupidly picked an NPC with A LOT going on in her vanilla setup :)

 

My question is, can I have my scripts tell vanilla Emily to ignore her enable parent after a certain point or to switch enable parents? (with OR without using NVSE in the GECK).

 

The only other option I see is removing her from the light show activator (which seems like it's at least partially just an optimization) and telling the vanilla Emily and vFreeformLucky38 scripts to ignore her enable state and just run the DoOnce stuff based on actual interactions with the player.

 

As a footnote the variable that seems to be used as her REF in the vanilla scripts (FollowerEmily) does not seem to be set in any forms so I'm assuming that a REF can be assigned via script somehow, but any attempt I made to hook into that REF did nothing. It could be this is just a reference variable but I didn't see it declared anywhere.

 

On the upside, this turned out to be a great "learn to script better" mod as it really forces me to step beyond what my script needs to do and see how the game actually works :)

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Never mind (though I'm still curious if anyone knows if it's possible to swap enable parents via NVSE script).

 

Workaround was to move vanilla Emily AND her corner wait marker to a "qasmoke" type cell and set her AI to 0,

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