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Teleporting with an NPC


Floatsup

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Im working on a mod right now that is getting to the point of adding my quests. One of the quests will involve liquor distribution. I saw in someone else's mod they used a character in a location to get something like this done. Not exactly what Im doing but I would imagine a lot easier and probable avoids conflicts. What Im looking to do is create little drop off points. The rub of the situation though, is there is a lot of mods out there that are modifying buildings. Especially in the freeside area. I don' suppose there is a list of modified area's and what buildings have been used in the mod. If there isnt maybe a list might help. For instance heres a building that I've been thinking of using for a long time.

http://www.newvegasnexus.com/imageshare/images/2419942-1299125638.jpg

 

For me this makes an ideal distribution center. Its located in freeside by the watch tower. Its where pacer gets into the skermish with the NCR. But again I don't know if someone has already used this place. I think I might be able to use a character though as a work around. Not sure if a trigger would do it though. For instance, when player talks to the NPC, can you make a teleport happen, so instead of actually going into a door? Your going through the character to get into a cell. The door from the inside would also need to teleported, but not with a linked door. So I don;t know if its possible to do this.

The other thing is if its not, I guess I could resize a door, and throw it in some clutter. Then have the teleport door from the inside use that. Jsut move the actual door marker where it makes sense. But I still need the NPC to initiate the way into the building. This way if someone has used in their mod, I wont conflict with it. Maybe conflict with it as far as the layout goes to the player, but it wont cause a load issue.

 

 

Anyway if this is possible, let me know.

 

Cheers

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Dont be discouraged even if someone else is using the same locaiton.

 

For the user, it can be as simple as unticking a box to simply play your mod, and retick the original.

I would not worry about conflicts at this moment in time.

Instead, focus on the quests, once done, you can release and have the users state conflicts.

 

You can fix these in later releases. ( seeing as all you will be doing is building a few new interior cells and modifying the outside i presume)

This is the way I would do it.

Chances are someone has modded every dang building in the game >.>

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