Guerlot Posted August 29, 2017 Share Posted August 29, 2017 Hi guys,I was wondering if there is a better and easier way to do the following: My quest would bring the player into a Vanilla Interior Cell and will be attacked by numerous NPCs that I added. Those NPCs would only appear in that cell at a specific moment during the quest progression to avoid having the player facing them earlier in the playthrough. So far in my mod, I've always placed no more than a couple of NPCs in a Vanilla Cell, disabled them then Enabled them when the time came in a quest.But in the quest I'm working on right now, I'm adding 10 NPCs in one Vanilla cell and I'm just wondering what would be the best way to do it. 10 lines of "NPCProperty01.Enable()" in one Stage for the Quest Fragment is working fine, but it seems to be a lot and somehow, I have the feeling I could do it a better and easier way thoughts? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted August 29, 2017 Share Posted August 29, 2017 Hi guys, I was wondering if there is a better and easier way to do the following: My quest would bring the player into a Vanilla Interior Cell and will be attacked by numerous NPCs that I added. Those NPCs would only appear in that cell at a specific moment during the quest progression to avoid having the player facing them earlier in the playthrough. So far in my mod, I've always placed no more than a couple of NPCs in a Vanilla Cell, disabled them then Enabled them when the time came in a quest. But in the quest I'm working on right now, I'm adding 10 NPCs in one Vanilla cell and I'm just wondering what would be the best way to do it. 10 lines of "NPCProperty01.Enable()" in one Stage for the Quest Fragment is working fine, but it seems to be a lot and somehow, I have the feeling I could do it a better and easier way  thoughts?First up I'd add an enable marker to the cell and change all the npcs to use that marker as an enable parent. Then you just enable the marker and all the npcs get turned on. This also helps prevent making every npc persistent. You just make the marker persistent which is by design. Link to comment Share on other sites More sharing options...
Guerlot Posted August 29, 2017 Author Share Posted August 29, 2017 Wonderful!! bigandFlabby to the rescue again! You are truly an asset to this community, thank you so much! Link to comment Share on other sites More sharing options...
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