Karel2015 Posted June 11, 2016 Share Posted June 11, 2016 Ok, I can set an NPC to a quest Alias, It all works fine, Except when reloading the game they are no longer part of the Alias, I have to re-add them to it. How can I make them remain linked to the Alias... After setting them to the alias it all works, but then after saving and loading again they are no longer a member of the alias RefCollectionAlias Property ApprenticeAlias Auto Const Mandatory RefCollectionAlias Property ArmorerAlias Auto Const Mandatory Event OnEquipped(Actor akActor) If(iButton == 0) ApprenticeAlias.AddRef(akActor) ElseIf(iButton == 1) ArmorerAlias.AddRef(akActor) EndIf EndEvent Link to comment Share on other sites More sharing options...
Swenson Posted June 11, 2016 Share Posted June 11, 2016 I haven't gotten much into scripting for quests, but you might have to link it to a quest alias (the scripting things for quests) to have it set as permanent. I would reference this mod's (http://www.nexusmods.com/fallout4/mods/14966/?) scripts for what you're looking for. Link to comment Share on other sites More sharing options...
Karel2015 Posted June 11, 2016 Author Share Posted June 11, 2016 I do link it to a quest alias using the property. The problem is that it doesn't stay in the quest alias when you save and re-load Link to comment Share on other sites More sharing options...
viennacalling Posted June 12, 2016 Share Posted June 12, 2016 Why are you using Const? http://www.creationkit.com/fallout4/index.php?title=Differences_from_Skyrim_to_Fallout_4#Const_Auto_Properties Auto PropertiesBy adding the word "Const" at the end of a property definition, you are telling the game that the value will not change once it has been set by the editor. The compiler will make sure you cannot change the property's value, and the game will ignore any value in the save game recorded for the property. This allows you to change the value of a property in the editor, and have the change be reflected in the game, even if you load a save game. Properties made via the editor will be const by default. Link to comment Share on other sites More sharing options...
CaptainCockerel Posted June 12, 2016 Share Posted June 12, 2016 Have you Ctrl+Shift+R on the alias to allow them to be reserved? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted June 12, 2016 Share Posted June 12, 2016 While the const issue could be the culprit. I became aware of a ForceRef function. If changing the const to auto doesn't resolve it you might try using ForceRef instead of AddRef. That's how the script that changes dogmeat's name works. Caveat I see, is that (if there exists a RemoveRef) you'd have to do another ForceRef to put a previous setting back. Link to comment Share on other sites More sharing options...
Karel2015 Posted June 14, 2016 Author Share Posted June 14, 2016 Problem with not using Const, Is that it doesn't work on Auto. Link to comment Share on other sites More sharing options...
Engager Posted June 19, 2016 Share Posted June 19, 2016 Problem with not using Const, Is that it doesn't work on Auto. Yep, and indeed all scripts from my mod do not use Const and all use Auto. I wonder how did you managed to make them "not work". Link to comment Share on other sites More sharing options...
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