wizardmirth Posted August 23, 2010 Share Posted August 23, 2010 I guess not. After that all you should need is a script attached to the object with "DisableLinkedPathPoints" set to go off whenever the house is enabled. Thanks, Yea I made a mini mod with a NPC wandering and just a activator that has a script to enable/disable linked path points that is linked to a object. It worked all well. So it should be working in my actual mod but it aint, the only thing that is different is that it is in a quest script. Can that be the problem? The disable path points command needs to be executed inside a script attached to the object, since I don't think this command accepts outside refrences. Link to comment Share on other sites More sharing options...
Braclo Posted August 24, 2010 Author Share Posted August 24, 2010 The disable path points command needs to be executed inside a script attached to the object, since I don't think this command accepts outside refrences. Well thing is, with that mini mod, I used a activator with a script that calls the wood post (I liked the path nodes to that) by reference and called the disable path points command. eg. RefWoodPost.disablepathpoints. I did this cause static objects don't have script options, so you need to reference them. Now that seemed to have worked since if the npc is on that path and I disabled it, he changed his direction, looking for the closest path. Link to comment Share on other sites More sharing options...
Recommended Posts