Mlucci4036 Posted May 21, 2014 Share Posted May 21, 2014 I have several issues with a mod that I am working on and I hope that someone could help me with one or maybe even a few of them. So here it goes. 1) I want to write a script that will activate a vertibird crash. I understand that I need to use the Vertibird Activator, but I'm not sure how to write the script and connect it to the Trigger. If anyone could describe how I'm supposed to do this I would appreciate it. 2) I was trying to make a "Gatekeeper" for when the player arrives at the main city for the first time, and I've been following Seddon4494's tutorial on making an NPC auto-talk, yet whatever I try the NPC will not approach the player when he walks through the Trigger. I've followed the scripting exactly how he did and still I cannot get it to work. I just want an NPC to approach the player one time, how can I do this? 3) Every NPC I place has a default sandbox package, and they all have their weapons in-hand; not holstered, literally in their hands. It gets annoying watching NPC drinking a beer with a loaded pistol in the same hand :P How can I get it so that their weapons are holstered and not drawn? 4) I made a new faction and added all the citizens and guards to it. But when I attack any NPC, it allows me to drain roughly 1/4th of their health before they attack, and it is only the NPC that attacks me, No one else joins to help him even though they are set to help friends and allies and have brave confidence. How can I get it so that the other NPCs join to fight, the player looses karma for killing them, and the players reputation with the faction is affected? I'm having trouble getting any of the 3 to work. If anyone can answer any of these questions I'd appreciate it, thanks. Link to comment Share on other sites More sharing options...
Mlucci4036 Posted May 24, 2014 Author Share Posted May 24, 2014 Anyone? Link to comment Share on other sites More sharing options...
Odioss Posted May 26, 2014 Share Posted May 26, 2014 I can help you with one already. IF there is already a vertibird activator as you said, then the activator it's self should already have a script attached. Use that. The others, i've only experimented a bit with NPCs because my Geck tends to crash when I make NPCs, so i really can't help with those. Link to comment Share on other sites More sharing options...
Talon Company Posted February 27, 2015 Share Posted February 27, 2015 I'm getting auto-talk to work as long as both the NPC and the trigger are outside. I can't get it to work in any interior. There's gotta be some setting for that, my brain hurts from looking for it, and Seddon4494's tuts were all done outside as well. I can't find how to contact Seddon4494 either. I'll leave a comment on his last tut, maybe I can get him to answer. I'll post it here if he does. Link to comment Share on other sites More sharing options...
Jokerine Posted February 28, 2015 Share Posted February 28, 2015 If you want an NPC to talk to the player (as in, actually open dialogue, instead of just blabbering whatever) you can use the method I have in my current mod. Make a trigger box around your NPC, give it a unique REF and make it a persistent reference. Same with your NPC - they will need a unique REF. Then give the triggerbox a script like the one below. Keep in mind this script will only run once. If you want it to happen more than once remove the "DoOnce" and "Disable/MarkForDelete" lines. SCN TriggerBoxTalkScript short doonce BEGIN OnTriggerEnter Player TalkingNPCREF.StartConversation player, TalkingTopic TriggerBoxREF.disable TriggerBoxREF.MarkForDelete set doonce to 1 END The TalkingTopic is, of course, the dialogue topic you want the NPC to say. Hope that's clear. It's 3 AM and I need to go to bed, so I dunno if I'm making any sense :laugh: Link to comment Share on other sites More sharing options...
Talon Company Posted February 28, 2015 Share Posted February 28, 2015 If you want an NPC to talk to the player (as in, actually open dialogue, instead of just blabbering whatever) you can use the method I have in my current mod. Make a trigger box around your NPC, give it a unique REF and make it a persistent reference. Same with your NPC - they will need a unique REF. Then give the triggerbox a script like the one below. Keep in mind this script will only run once. If you want it to happen more than once remove the "DoOnce" and "Disable/MarkForDelete" lines. SCN TriggerBoxTalkScript short doonce BEGIN OnTriggerEnter Player TalkingNPCREF.StartConversation player, TalkingTopic TriggerBoxREF.disable TriggerBoxREF.MarkForDelete set doonce to 1 END The TalkingTopic is, of course, the dialogue topic you want the NPC to say. Hope that's clear. It's 3 AM and I need to go to bed, so I dunno if I'm making any sense :laugh:Thank you, Jokerine. Unfortunately I can't get that one to work either. Here's my steps:1.Create NPC.2. Place NPC in world, create NPCRef persistent & unique (intitally disabled since I want the NPC hidden until triggered).3. Create Quest. Set to Game Enabled, Priority 55, save.4. Open quest, add new dialog for NPC to say.5. Create dialog trigger script: scn dialogtriggerscript begin ontriggerenter player NPCRef.enableNPCRef.startconversation player, dialogtopic end 6. Create a trigger box around the NPC, unique, persistent ref.7. Link script to trigger.8. Save mod, enable mod, play game. When the player hits the trigger, the NPC enables but will not initiate conversation. Inside or outside. Any thoughts? Link to comment Share on other sites More sharing options...
Talon Company Posted February 28, 2015 Share Posted February 28, 2015 Oh, and Mlucci4036, to answer question 3 I always delete the default packages under AI Packages and write my own. If you delete the sandbox package altogether, the NPC will stand still where you placed it until triggered to do something. Link to comment Share on other sites More sharing options...
Fallout2AM Posted February 28, 2015 Share Posted February 28, 2015 There could be different reasons for this to not work as intended. To start, do not put it as disabled and just test if it can start the conversation. NPC needs to reach a distance of 120, can he does this? is the navmesh ok? Link to comment Share on other sites More sharing options...
Talon Company Posted March 1, 2015 Share Posted March 1, 2015 Stating enabled, reaching 120, in Craterside Supply or in any vanilla or custom interior, the script does not trigger dialog automatically. The dialog is available after pressing E to talk to the NPC. In an external cell it functions flawlessly. I will experiment more with the settings tomorrow to rule out a distance issue. Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 1, 2015 Share Posted March 1, 2015 when you test things, you can also write what you do in your scripts inside the console in game, sometimes it helps you understanding if a specific command works or not it would be easier if you post your esp / script, maybe the mistake is not in what you did but in how you did it Link to comment Share on other sites More sharing options...
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