diggernick Posted August 22, 2010 Share Posted August 22, 2010 I'm fairly new to modding, been doing it a few days and I've got the basics. I was just wondering how to place the captives in, like the ones you find tied up around mutants? I've placed them in but they stand upright unbound and quite casual. I know there's other stuff linked to it, probably scripting, but any help would be appreciated :D Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 22, 2010 Share Posted August 22, 2010 The captive marker is under furniture. Give them a find package with the captive marker as the target. Link to comment Share on other sites More sharing options...
diggernick Posted August 22, 2010 Author Share Posted August 22, 2010 The captive marker is under furniture. Give them a find package with the captive marker as the target. I don't suppose you could point me to where the 'find package' is? I've got a bunch of them up in the Object Window but none seem to relate to the captives. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 22, 2010 Share Posted August 22, 2010 I think the one they use is called something like ffeu... something or other.You are better off just making a new one for your NPC. Link to comment Share on other sites More sharing options...
diggernick Posted August 22, 2010 Author Share Posted August 22, 2010 Can I ask how you'd make a new one? I've hopelessly searched on how to do this but couldn't find anything useful. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 22, 2010 Share Posted August 22, 2010 On your NPC AI Packages tab, right click -> new :)Choose find in the package type box.Choose specific reference and point it to your captive marker.Make sure you add it to their list after you create it. Link to comment Share on other sites More sharing options...
diggernick Posted August 22, 2010 Author Share Posted August 22, 2010 It wouldn't let me create a new one in the window but I managed to in effect duplicate the existing 'find' one. I've pointed it at the FFSupermutantCaptive marker but I'm not sure how to add it to its list, is it somewhere inside the marker itself or do I need to add it another way? Link to comment Share on other sites More sharing options...
llamaRCA Posted August 22, 2010 Share Posted August 22, 2010 It wouldn't let me create a new one in the window but I managed to in effect duplicate the existing 'find' one. I've pointed it at the FFSupermutantCaptive marker but I'm not sure how to add it to its list, is it somewhere inside the marker itself or do I need to add it another way? You captive is an NPC, right? When you open her NPC window there are tabs. One of those tabs handles AI Packages. Click on that tab. Once you are looking at that list of packages or where the list would be if she had a bunch of them right click on that window and add the new find package you created. Any time you want to add, delete, etc. a package to your NPC you can do it in that window by right clicking. You can also create packages out in the main window of the GECK under packages and then add it there in the individual NPC window. Packages do not have to be attached to the NPC. Link to comment Share on other sites More sharing options...
diggernick Posted August 22, 2010 Author Share Posted August 22, 2010 I created an AI package inside the captive and referenced it, but she still stands there untied and looking on at me. Is there anything else I need to do to get her sat down and tied up? (I must sound so disturbed right now) Link to comment Share on other sites More sharing options...
diggernick Posted August 22, 2010 Author Share Posted August 22, 2010 Doh I've got it, I've only just found the 'linked ref' tab! Thanks :D Link to comment Share on other sites More sharing options...
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