ELPascal Posted May 17, 2017 Author Share Posted May 17, 2017 By the way, do you guys know why spawning npcs at Xmarkers via scripting (placeatme command) seems unwilling to work? I already tested the conditions for it to happen, they are set up correctly, just the actual action of placing npc x at marker y when z happens doesn't work and I'm beginning to feel a bit desperate. :D I guess I could find another way to make npcs appear there, but spawning them this way seems much more fitting for my purposes. Link to comment Share on other sites More sharing options...
uhmattbravo Posted May 17, 2017 Share Posted May 17, 2017 It's a sound method. I've used it a lot. If you post the script I can look it over. Link to comment Share on other sites More sharing options...
ELPascal Posted May 17, 2017 Author Share Posted May 17, 2017 It's a sound method. I've used it a lot. If you post the script I can look it over.Nevermind, took a couple hours of trial and error, but I found the cause of the problem and managed to solve it, begin on gamemode doesn't seem to be applicable in this case, or at least not with the conitions I've set up. Thanks for helping and offering help anyway, much appreciated! Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 18, 2017 Share Posted May 18, 2017 Better way to do that is to use a spawn marker which are attached to a leveled actor list and enable them via parent xmarker when you want them to spawn. This way the game will automatically clean them up preventing save bloat and other issues with placeatme, and you can control their spacing which you cannot do with placeatme because it doesn't work. It also allows you to setup variation in gear and level them according to the player. Link to comment Share on other sites More sharing options...
Mktavish Posted May 19, 2017 Share Posted May 19, 2017 (edited) You should use "MkT". Using "Um" would be like signing my name to your work. Besides, it'd probably make it easier to use the filter too. Do you know how many base forms have "um" somewhere in their name? I do.... I knew that would get your dander up. Ya filtering with Um is no good ... but in the drop down lists is what I meant. Your right though ...Mk is great for filter. Edited May 19, 2017 by Mktavish Link to comment Share on other sites More sharing options...
ELPascal Posted May 19, 2017 Author Share Posted May 19, 2017 (edited) Better way to do that is to use a spawn marker which are attached to a leveled actor list and enable them via parent xmarker when you want them to spawn. This way the game will automatically clean them up preventing save bloat and other issues with placeatme, and you can control their spacing which you cannot do with placeatme because it doesn't work. It also allows you to setup variation in gear and level them according to the player.Yes, I've come to the conclusion that this would probably be less complicated and quicker to pull off, altough I'm not 100% sure if it would work the way I need ( I intend to have an exact copy of a certain group of people, e.g. a caravan or a patrolling NCR squad spawn every week or so to simulate "traffic" pouring into the Mojave) The problem with spawn markers is that they move with the npc, so I'd need a script that disables them and moves them back to their initial position or a dummy cell once they've either reached the destination, died or are out of the players line of sight, in order to have them respawn there one week after their first "arrival", to prevent them from accumulating in certain spaces or getting spread out because one guy died on the road and then respawns long after the rest of his crew got despawned and proceeds to run about on his own. And I'd need to have those that somehow died during their travels respawn reliably too. This is gonna take a while to figure out, but I'm willing to experiment and already have a few ideas. Edited May 19, 2017 by ELPascal Link to comment Share on other sites More sharing options...
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