Dragonfire12 Posted January 20, 2016 Share Posted January 20, 2016 I want to place an NPC in the game as Initially Disabled and enable the character at the end of a quest. I have searched google and creation kit tutorials and can't seem to find anything about this topic. Would anyone be gracious enough to either let me know how to do it or point me to an appropriate tutorial? Thank you for any help... Link to comment Share on other sites More sharing options...
DarthWayne Posted January 20, 2016 Share Posted January 20, 2016 You need to enable the Actor reference with a script fragment. You can either use an questalias or a property attached to the quest script. Then add this line to the Papyrus fragment of you last quest stage: ActorRef.enable() A few issues you might run into: - If the npc has dialogue options they will not show up until you reload the save. A walkaround would be spawning the npc instead of enableing him.- Aliases don't fill if the quest was already startet in your save. In that case you have to fill them manually. Link to comment Share on other sites More sharing options...
Aragorn58 Posted January 25, 2016 Share Posted January 25, 2016 (edited) I want to place an NPC in the game as Initially Disabled and enable the character at the end of a quest. I have searched google and creation kit tutorials and can't seem to find anything about this topic. Would anyone be gracious enough to either let me know how to do it or point me to an appropriate tutorial? Thank you for any help...Another way to do this is place the actor in a holding cell and at the correct quest stage, move the actor to a "XmarkerHeading. Make the actor and the xmarker a reference in your quest script and at the correct stage, add this fragment to the quest myactor.moveto(xmarker) this way you do not have to set the actor as disabled and the enable them, or make them an alias on your quest. Edited January 25, 2016 by Aragorn58 Link to comment Share on other sites More sharing options...
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