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Choosing which NPC to spawn based on Player Race


Markmid

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Greetings all.

I've been away from modding for some time, and I am a bit puzzled how to approach this initial stage of the mod I am working on.

 

I want to spawn an NPC group for the player, based on their race and (optionally) possibly dialogue choices. So I need some way of deciding which NPC spawns in the world depending on the player's own race.

 

Any thoughts or suggestions, the dialogue would just be a bonus, so the player can tweak which NPC's they want or not in the group.

 

I am guessing I can just set certain NPC's to dead/alive, or is there a better way? Plus I am unsure how to script this at a glance, especially to account for a default setting if the player is using a custom race. This would help a variety of situations, like which gender for a romance mod, family or child mod, which old friend or enemy would be from the player's hometown etc.

Edited by Markmid
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well, could try the condition "GetisRace" set the reference to the race you wish, then move down to subject, change it to "player" and make sure the value is 1.00.. but er.. not sure something like that would work for spawning npcs.

 

but the conditions for dialogue would be the getissex and getisrace both changing "subject" to "player"

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well, could try the condition "GetisRace" set the reference to the race you wish, then move down to subject, change it to "player" and make sure the value is 1.00.. but er.. not sure something like that would work for spawning npcs.

 

but the conditions for dialogue would be the getissex and getisrace both changing "subject" to "player"

 

That would great for dialogue thanks but for initially setting up the mod without dialogue? Is there any other way I can trigger an actor death automatically based on GetIsRace? I could use Sky's menu system but that is a whole other arena to Master.

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a lot of quests, scenes, dialogue and events are done through the Quest/Dialogue tree, it's either getisrace and pointed to reference the player or it is GetisPCrace ne of the two. If you want to set it up with out dialogue, you'll need to script it, which is a whole other field to learn, but not many people are overly fond of mods with an abundance of scripting as it can cause errors and bloating etc.

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a lot of quests, scenes, dialogue and events are done through the Quest/Dialogue tree, it's either getisrace and pointed to reference the player or it is GetisPCrace ne of the two. If you want to set it up with out dialogue, you'll need to script it, which is a whole other field to learn, but not many people are overly fond of mods with an abundance of scripting as it can cause errors and bloating etc.

Yep and that is good advice keep it simple. That's whats make me consider if dialogue is the way to go too. It probably is and I am overthinking it, I am thinking I could do the same with the scene editor too, which is still new to me since it wasn't there last time I used the CK.

 

Let's say its 5 NPC's you are picking multiply that by 10 - or maybe 11 races (1 option for custom). That's killing/removing roughly 45 actors in a remote location based on a dialogue check, is that going to cause a big lag do you think when its fired? I know its hard to say, I have no idea if killing actors like this remotely causes lag, or just doesn't cause them to load when you visit their cell, as they are simply dead on the cell entry.

 

 

Edited by Markmid
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