csbx Posted March 23, 2018 Share Posted March 23, 2018 This is a long shot, but I was curious if anyone here has looked at the code underlying this radiant set of quests (minrecruit02)--ie. the minutemen quests wherein you rescue settlers from some random interior cell. I'm interested in snipping a bit of the functionality from this, but after a couple hours looking at it, I can't figure it out. What I'm looking for is a very pared down instantiation of this: you come upon what appears to be a kidnapped character (a rando npc I have generated), you have the option to free them. If you free them, they run off. End. No recruitment required, no radiant aspect required. Link to comment Share on other sites More sharing options...
SKKmods Posted March 23, 2018 Share Posted March 23, 2018 The cleverness behind radiants is choosing an appropriate location (not already in use, not cleared, yes boss, this faction .. whatever) and directing the player to that location. Sounds like you are wanting something different: Spawn a target just ahead of the player's location in the direction of travel ?Populate a fixed/known location with a target and wait for the player to stumble over it ? ... as with most developments you need to be super clear on the input requirements and outcome experience before poking the code. Link to comment Share on other sites More sharing options...
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