Guest deleted43426342 Posted September 10, 2017 Share Posted September 10, 2017 (edited) How do you make NPC's spawn after you finished a quest? And how do you make an NPC disappear from the game after you picked a certain dialogue option? I know that Benny leaves the game if you give him a stealth boy and a bobby pin at the fort, so I want something like that. Edit:If this isn't an option how about only make an NPC say something with a specific companion? I know that some NPC's react to your companions, so how about that? Edited September 11, 2017 by SoullessOfficeWorker Link to comment Share on other sites More sharing options...
Mktavish Posted September 12, 2017 Share Posted September 12, 2017 (edited) If you know how to set up quest stages , and have the last one flagged as complete.Then on that final stage in the "Result Script" field. You put a command line of "MyNpcRef.Enable"Having placed your npc ref in the world already and flagging them as "Initially Disabled" To make an npc dissapear after a dialogue line. In the Topic info at bottom in "Result Script (end) put "MyNpcRef.Disable" But if you want them to walk away ... then disapear ... you put "MyNpcRef.AddPackage MyWalkAwayPackage" same place. And in the AI Package on the "Begin/End/Change" tab ... Use the "On end" and in the "Result Script" Put "MyNpcRef.Disable" An important point ... always hit "Compile Result" button after adding / changing anything in there ... every screen that has a result script. Edited September 12, 2017 by Mktavish Link to comment Share on other sites More sharing options...
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