Vagrant0 Posted July 27, 2010 Share Posted July 27, 2010 Or, if the player won't be following the brother, just disable the actor upon using the door, move them to the final location with scripting, enable them and use packaging to just have them wander, then use scripting to move the brother back to the cell after a certain period of time. The other part of the whole "if the player doesn't see it, it doesn't happen" is that "if the player won't see it, it doesn't have to actually happen". Otherwise, you'll need to make sure the actor has low processing enabled, flag the actor as a quest object when the quest starts, have the actor use packaging to do to the destination, hope that the actor gets there and back in the timeframe you wanted, and then unflag the actor from being a quest object. Link to comment Share on other sites More sharing options...
Braclo Posted July 27, 2010 Author Share Posted July 27, 2010 Ok well tried the find package suggestion. It works, but only if I enable the Must Complete, which in turn makes them talk about a random topic since its the find package, but I can change that so that they can talk about the topic I want. Just wondering if its worth it, since the chances of a conversation like that being interupted is pretty high eg. Player, Combat, Other NPC talking aswell (since its only text and not voice files and other npc talking replace the current dialog subtitles. All that can happen which would then render that conversation useless.. To Vagrant - What script would I use to disable the npc when he leaves the door? Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 27, 2010 Share Posted July 27, 2010 To Vagrant - What script would I use to disable the npc when he leaves the door?A script you make, probably one on the door. Link to comment Share on other sites More sharing options...
Braclo Posted July 27, 2010 Author Share Posted July 27, 2010 ha, sorry wasnt to clear. I meant like what function? Like which one would work the best? Also if I can ask a different question in this topic, though related to the same mod im working on. I have a object that is disabled and after a time enable. Thing is, what functions is best to use so that it ONLY enable when they player aint near or can see it happen. I have used GetDistance, which does the job. But trying to use IsTimePassing aint working for me. This is a quest script btw, if that makes a difference. Is it rather best to only enable it when the player aint near to prevent any mishaps like it enabling where the player is standing and stuff like that? Link to comment Share on other sites More sharing options...
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