Scurr4 Posted March 8, 2012 Share Posted March 8, 2012 Hi Folks, Please bear with me on this question as I'm in the process of making my first ever mod and I'm not much past the point of dragging actors into the render window and assigning a few AI behaviours. I'll give you a little background on what I'm trying to achieve. I'm in the process of creating a mod that should add a little more atmosphere and content to the Riften Thieves guild, I've added a series of NPCs to the Ragged Flagon and Cistern and assigned them AI behaviours. What I'd like to do next is create a new home in Riften (which I'm fairly sure I can do without issue) and have it populate with NPC thieves once the player has progressed a certain amount into the Thieves Guild quest line. The Idea being that as the Guild gets back on its feet a few NPC thieves will start appearing in Riften town. I'm totally at a loss as to how to tie the appearance of the NPCs in with the quest progression. It's something that I don't seem to be able to find a tutorial that covers and I haven't the experience to figure it out on my own at this point. Could anyone help me out? Thanks in advance. Link to comment Share on other sites More sharing options...
aarons6 Posted March 8, 2012 Share Posted March 8, 2012 in the ai package, put a condition, and put it has to have completed x quest.. you can check out other npcs that have this, like delphine and esbern then i think you check the box that says initially disabled. Link to comment Share on other sites More sharing options...
aarons6 Posted March 8, 2012 Share Posted March 8, 2012 oh and save often..every time you click ok you have a 50/50 chance it will crash on you and you will lose all of your progress :( Link to comment Share on other sites More sharing options...
Scurr4 Posted March 8, 2012 Author Share Posted March 8, 2012 oh and save often..every time you click ok you have a 50/50 chance it will crash on you and you will lose all of your progress :( Thanks very much :thumbsup: Hopefully I'll get into doing this tonight. Link to comment Share on other sites More sharing options...
Scurr4 Posted March 12, 2012 Author Share Posted March 12, 2012 in the ai package, put a condition, and put it has to have completed x quest.. you can check out other npcs that have this, like delphine and esbern then i think you check the box that says initially disabled. I think I may have overestimated my abilities, I can't figure out how to make this work at all, I'd even go for a dumbed down version that just spawns NPCs on a marker once a given quest event has been completed. Has anyone come across step by step tutorials for this kind of NPC behaviour that I could look at? Cheers Link to comment Share on other sites More sharing options...
Hannibalektr Posted February 28, 2013 Share Posted February 28, 2013 (edited) I figured this out, two things I had to do when NPCs stopped showing. ref link your npc to a markerheading, and your save may need purging, but first try waiting 48 game hours to see if the packages can resolve on their own. save purge goes like this, make a full save somewhere vanilla away from the mod (not a quick save), exit skyrim, disable offending mod, start skyrim, make a new save, exit skyrim, load the offending mod, wait 48 game hours. Should be fixed. Edited April 13, 2013 by Hannibalektr Link to comment Share on other sites More sharing options...
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