Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 I put 2 chickens and a fox in a location, but they seem to be in a horrible to rush to get out of there ASAP and are never seen again. I thought they'd just wander around when they have no persist location set, but nope, they got QUESTS they gotta go on. Apparently.Is this a question? :confused: If you're wondering why, then make them in an alias in your quest (or an empty one w/ Start-Game Enabled), and add a package to the alias for a wandering sandbox, and make it the top priority. This will override any other packages causing them to run off. Link to comment Share on other sites More sharing options...
lofgren Posted September 7, 2014 Share Posted September 7, 2014 Oh, thanks, I checked your link and saw that the mod damage resist I substituted in was actually modifying my targets, so it seemed to be working because the NPCs I was targeting were being modified by the player's perk. I'm guessing my method of adding the perk to the NPCs must not be working then. I'll update sometime tomorrow if I don't get it working.The only method of adding perks to npcs is to add them diectly to npc base actor. Magic effects, scripts, and aliases cannot add perks to npcs. Link to comment Share on other sites More sharing options...
lofgren Posted September 7, 2014 Share Posted September 7, 2014 I suspect the fox and chickens run off because they are part of opposing factions. Incidentally, if you need to get them across a river but your boat can only hold one at a time, the trick is to leave one chicken on the other side and then take the fox back with you. Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 <snip> Incidentally, if you need to get them across a river but your boat can only hold one at a time, the trick is to leave one chicken on the other side and then take the fox back with you.:smile: Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 7, 2014 Share Posted September 7, 2014 (edited) Hmm the NPCs are still not getting the perk. I cannot even give it to them in the console. In fact, I cannot seem to give NPCs perks in general. I use help to find the ID, I use addperk to give the perk to the NPC, then I use hasperk to see if they have it and it returns they have rank 0. I have even tried perks that are specific to NPCs like dragonskin for NPCs and they won't stick. What am I missing here? Edit: Oh, didn't see the above comment lol. Thank you! Edit2: Looks like i need to use a skyproc for this one then ... Edited September 7, 2014 by FireFlickerFlak Link to comment Share on other sites More sharing options...
megageeklizzy Posted September 7, 2014 Share Posted September 7, 2014 There are a lot of mods that add more NPCs to Skyrim for immersion, but I find that the general scale of the entire landscape is a bit of a problem. In Arena, the taverns alone were bigger than most of Skyrim's cities. Would it be possible to make a (time-consuming, gigantic) mod that lowers the scale of all actors and objects, as well as buildings and probably a lot of dungeon entrances, to allow the placement of more content? Or would it cause way too many issues? Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 There are a lot of mods that add more NPCs to Skyrim for immersion, but I find that the general scale of the entire landscape is a bit of a problem. In Arena, the taverns alone were bigger than most of Skyrim's cities. Would it be possible to make a (time-consuming, gigantic) mod that lowers the scale of all actors and objects, as well as buildings and probably a lot of dungeon entrances, to allow the placement of more content? Or would it cause way too many issues?It would take FOREVER. And cause lots of issues. Link to comment Share on other sites More sharing options...
megageeklizzy Posted September 7, 2014 Share Posted September 7, 2014 Okay. I'll keep brainstorming, then. Thanks! Link to comment Share on other sites More sharing options...
megageeklizzy Posted September 7, 2014 Share Posted September 7, 2014 Actually...I have another question. Sorry.Is it possible to create some kind of script with SetActivationLabel that makes it so that you don't see an NPC's name until you read it or somebody says it? It would need some kind of text search function (which would go by the subtitles), and I'm not really even sure if that alone is possible. I would probably have to have another function that tags lines of dialogue as used, somehow. I only have the creation kit, and I'm fairly sure I can't make this kind of mod with that. Has anybody seen a different program that would allow something like this, or have any idea of how I can go about it? Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 Actually...I have another question. Sorry.Is it possible to create some kind of script with SetActivationLabel that makes it so that you don't see an NPC's name until you read it or somebody says it? It would need some kind of text search function (which would go by the subtitles), and I'm not really even sure if that alone is possible. I would probably have to have another function that tags lines of dialogue as used, somehow. I only have the creation kit, and I'm fairly sure I can't make this kind of mod with that. Has anybody seen a different program that would allow something like this, or have any idea of how I can go about it? You'd need to go through every line of dialogue that sets it, and then have that line of dialogue set a variable, which you then access to set a display name. Link to comment Share on other sites More sharing options...
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