ijarofjami Posted July 25, 2010 Share Posted July 25, 2010 I'm looking to find out how to make it where, after completing a certain stage (said stage is completed inside of a tent), an NPC appears in the cell outside of the tent (also is a Imperial ghost). Once you leave the tent, the NPC needs to talk to you which will then trigger a fight and proceed to the next stage of the quest. My question is how do you make it where the NPC will approach you once you walk outside of the tent. Also, I need it to be where the guards won't interfere in the battle between the two. I have no clue how to do the second part, but here's what I tried on the first part: ScriptName (mynamehere) short DoOnceshort talk begin gamemode if DoOnce == 0 && GetStage AHAdemarQuest05 == 40EnableSet DoOnce to 1endif if talk == 0 && DoOnce == 1Activate playerSet talk to 1endif End That makes it to where the NPC will talk to the player, but the thing is - the NPC won't look like a ghost. In order to give the ghost effect to an NPC, all you have to do is add a spell (ABGhostNPC) to the NPC. So, what I'm thinking is there's something I need to do that makes it where the NPC casts the spell after he is enabled but before he activates the player. And lastly, the NPC won't activate the player unless he is within range of the player right when the player enters the cell. Otherwise, he won't do anything but look ghostly. 0.o Link to comment Share on other sites More sharing options...
ijarofjami Posted July 25, 2010 Author Share Posted July 25, 2010 Well, I figured out the first part, but still not sure how to make the guards not attack. Link to comment Share on other sites More sharing options...
slygothmog Posted July 25, 2010 Share Posted July 25, 2010 This is completely and utterly a guess on my part, but I suppose you could try two things.Just before the fight starts you could try lowering their strength to 0 ( thus rendering them unable to move ), and return their strength to normal after the fight has finished.Or do the same with their responsibility leaving them disinterested in the fight ( < guard ID >.modav responsibility -100 ), then return it to normal after.But like I said, this is just a guess. Link to comment Share on other sites More sharing options...
GODSBANE123456 Posted July 25, 2010 Share Posted July 25, 2010 or, you can do an add to faction before the fight, and a remove from guard faction after fight, to do this you would have to add both the npc, and the player to the faction Link to comment Share on other sites More sharing options...
ijarofjami Posted July 25, 2010 Author Share Posted July 25, 2010 So, adding both to the same faction will make it where the other guards won't attack? I'll try doing that and let you know if it works. Link to comment Share on other sites More sharing options...
GODSBANE123456 Posted July 25, 2010 Share Posted July 25, 2010 no, you have to add them both to the guard faction, because that will set the disposition of guards towards you and the npc to 100 Link to comment Share on other sites More sharing options...
ijarofjami Posted July 26, 2010 Author Share Posted July 26, 2010 Oh, okay. That's what I thought. Still need to try it out, though. I'll post here when I do. Link to comment Share on other sites More sharing options...
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