varlaisaran Posted May 23, 2012 Share Posted May 23, 2012 Hi. I wish to do a simple task, but don't know how, I'm too weak in scripting. There is a given NPC. After some conditions, I want him to be gone (he will teleporting away in other words) . How should do it without problems? I think about disabling him, but I don't know this would be the solution. Link to comment Share on other sites More sharing options...
alonsomartinez Posted May 23, 2012 Share Posted May 23, 2012 (edited) After you speak to him, you could use the "moveto" or "moveto marker" command. Here is some info on the command. http://cs.elderscrol...ndex.php/MoveTo If you are unable to do this yourself, let me know. I can write you the move script. Edited May 23, 2012 by alonsomartinez Link to comment Share on other sites More sharing options...
varlaisaran Posted May 24, 2012 Author Share Posted May 24, 2012 After you speak to him, you could use the "moveto" or "moveto marker" command. Here is some info on the command. http://cs.elderscrol...ndex.php/MoveTo If you are unable to do this yourself, let me know. I can write you the move script. Thanks for reply. I tried to testing the moveto after disable commands from console to see how it works I can't understand why not works. Altough the test object have a reference id, but it still says requires object reference. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted May 24, 2012 Share Posted May 24, 2012 (edited) From console and from script things usually are done a little different. For one the game doesn't know any of your convenient human-readable EditorIDs from the CS but only the hexadecimal FormIDs, so stating "myActor.moveto myPlace" already can only fail.The best solution for trying this from console is to just select the actor first, so its FormID and name displays on top of your screen, and then call "moveto myPlace" in console so it uses the selected object as the reference that's to be moved.Location IDs seem to be one of the few exceptions to the only-FormIDs rule, as are quest IDs, as you can call "moveto testinghall" to move the actor to the testinghall very well, if I'm not mistaken. However, if you were to move the actor to a marker via "movetomarker" instead, the marker's fancy name from CS won't do again and you'll have to use its hexadecimal FormID instead. Short note about those FormIDs when used from console, only the 6 last digits will be used, the first two have to be replaced by the actual plugin's hexadecimal mod-index. So if your marker was added through plugin 0F (#15, counting from #0) in your load order and in the CS has FormID 000005E3, its correct FormID for use through console would be 0F0005E3. Edited May 24, 2012 by DrakeTheDragon Link to comment Share on other sites More sharing options...
varlaisaran Posted May 24, 2012 Author Share Posted May 24, 2012 Thanks for reply. But it currently is too confusing to me. When I started my new project, I was afraid exactly from these things like my problem mentioned in the first post, I simply hate the scripting work. I had troubles at creating and get to work even a simple dialog topic:) If I assume well, I can't do the same from console what a script does. This isn't important then I think. Then I wish to ask for some help, where and how to begin this task: 1- I have an interior cell with two npcs in it.2- All of them have a few dialog topics.3- Player must read all topics.4- They needs to gone after spoken to player.5- After they gone, the quest must step into its next stage. My idea was to disabling them after player quits from their dialog.Another idea is by Alonsomartinez. After dialog ends, they moved into an another cell rather than disabling them.But how this script will look, I mean it's an object/quest script? Will attached to an npc, or an object, or to the quest? And so on... this is quite unclear to me. Link to comment Share on other sites More sharing options...
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