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moving npc's


Junked

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i was trying to make it so the survivors from prestons group could be moved to different settlements and take up caravans. i've only made a few mods and those were pretty simple things done with FO4E. after looking inside the CK i thought this would be simple to change but i can't seem to figure it out.

 

 

all of the npcs i'm talking about have a workshop script association inside the CK which shows a false value under the ability to do these two things.
Changing this to true makes it so that the original ref (the ones already in my game) show no change, however if i create a new ref (through console commands player.placeatme RefID) then the changes work correctly and i can move them to different settlements. whats going on with this? is there a way to update the existing ref somehow to take on the changes without deleting the old refs and replacing them.

 

the issue with doing that is that they don't act the same, e.g. original jun ref is upset that MM overdosed, but the new ref doesn't know it happened.

 

also deleting preston and replacing the ref works the same way, i can then move and assign without him being a follower, but he will no longer give quests or allow the conversation to progress. while this is actually kind of ideal, i'm trying to not bug out the game. i just want to make the original ref's movable.

 

anyone have any ideas how to get it to work correctly?

Edited by Junked
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I pretty much don't really know anything about dealing with workshop scripts so take this with a handful of salt, but it's possible that there isn't a good way to deal with it in a current game it may require a new game to function the way you want.

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I pretty much don't really know anything about dealing with workshop scripts so take this with a handful of salt, but it's possible that there isn't a good way to deal with it in a current game it may require a new game to function the way you want.

As far as I understand it, Damanding is right. These NPC's have had their scripts run already, and so now they're baked into your save.

So, try starting a new game and see if it will function the way you want then (there are quite a few downloadable saves from before those quests here on Nexus, if you don't want to waste time starting a new game yourself).

...If you've already tried a new game save, well then, I'm outta ideas. =/

 

...also take my response with a grain of salt, like Damanding, as I haven't even been able to get my custom NPC's to Job/caravan (spawning them myself or already spawned) at all.

Still, the "baked in" bit is pretty straight forward (and fairly easy to test).

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