skibo316 Posted May 31, 2012 Share Posted May 31, 2012 Hey everyone. Making a huge mod and its going well. I need to figure out how to have the game spawn certain npcs and objects into the game at exact locations after a line of dialogue is spoken. Any help would be appreciated. Link to comment Share on other sites More sharing options...
David Brasher Posted May 31, 2012 Share Posted May 31, 2012 (edited) You could put the coding into result scripts on dialog or else in quest stage result scripts if the dialog has set the quest to a certain stage. The code would be sort of like this: AAMyNPCorObjectREF.enable() (Where you have placed the NPC or object into the world, checked the initially disabled box, and given the actor or object a Ref ID. For your script, you would need to initialize a property for the actor or object. After the script has compiled, you would need to set the script property to refer to your actor or object.) Edited May 31, 2012 by David Brasher Link to comment Share on other sites More sharing options...
gasti89 Posted May 31, 2012 Share Posted May 31, 2012 You can set those NPCs and objects as Quest Aliases. Then call a SetStage() on the dialogue. Then on the stage call Alias_xxxxxxxx.GetReference().Enable() Link to comment Share on other sites More sharing options...
skibo316 Posted June 1, 2012 Author Share Posted June 1, 2012 Perfect thanks guys. Been modding these games for years. Never used the initially disabled button haha. Worked great Link to comment Share on other sites More sharing options...
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