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How to make NPC use PathToReference?


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So, I implemented the reference alias depot strategy. It works. Thank everyone for their help.

 

One part that I am missing is how to run a function on the quest script once the scene gets to a specific phase. Is that using a script fragment? Or, is there some kind of event function I can put on the quest script that fires whenever a scene phase changes?

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So, I implemented the reference alias depot strategy. It works. Thank everyone for their help.

 

One part that I am missing is how to run a function on the quest script once the scene gets to a specific phase. Is that using a script fragment? Or, is there some kind of event function I can put on the quest script that fires whenever a scene phase changes?

 

You can do it either way. Run a fragment on the phase itself or you can use one of the events found here https://www.creationkit.com/fallout4/index.php?title=Scene_Script

 

 

I can only confirm that OnEnd() works as intended, I haven't tried using any of the others.

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You can do it either way. Run a fragment on the phase itself or you can use one of the events found here https://www.creationkit.com/fallout4/index.php?title=Scene_Script

 

 

I can only confirm that OnEnd() works as intended, I haven't tried using any of the others.

 

 

How should that event be phrased on the quest?

 

I've tried:

 

Event Scene.OnPhaseEnd(int auiPhaseIndex)
Debug.Notification("Scene phase " + auiPhaseIndex + " has just finished")
EndEvent
and
Event OnPhaseEnd(int auiPhaseIndex)
Debug.Notification("Scene phase " + auiPhaseIndex + " has just finished")
EndEvent
Both give compile errors.
Also, is there a way to get the referencealiases involved in the scene from that index?
[EDIT: I will start a new thread about this question since it is a new subject. It will be helpful for anyone searching for the answer to have it titled right.]
Edited by dagobaking
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