Aorris Posted January 17, 2018 Share Posted January 17, 2018 So I'm sure there's a tutorial already out there for this, but I can't seem to locate it or I'm not searching for the right keywords. The mod I'm working on now adds some characters to the Dark Brotherhood, but I don't want them to spawn in until after I complete the Dark Brotherhood quests. Is there any way to make an NPC spawn in conditionally only after X quest has been completed. In this case, I would like the Vanilla quest Where You Hang Your Enemy's Head to cause my new npcs to spawn in upon completion, but not before. Which also makes me wonder, is there a way to trigger an NPC deletion upon completion of a quest. Can conditional spawning be set for objects as well? Link to comment Share on other sites More sharing options...
foamyesque Posted January 17, 2018 Share Posted January 17, 2018 (edited) I believe, in general, the solution is to set a marker as an Enable Parent of the NPC references, and then have your quest or whatever enable/disable that marker. This method will also work for other objects (e.g. it's how houses are upgraded). Another option is to have their spawn location be some hidden storage cell, and then use a move-to command to bring them into the game world. Edited January 17, 2018 by foamyesque Link to comment Share on other sites More sharing options...
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