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(CK issue) Initially disabled NPC's


Axilion

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Hello,

 

I have an issue with CK and I couldn't find a solution anywhere not sure what is causing this :(

 

Anyways, my problem is that in the quest I am developing I tried to add some initially disabled NPCs to have them activated later in the quest.

 

I have added aliases for all the NPCs that I wish to have enabled later, I have also checked allow disabled in the aliases and initially disabled on the NPC references in the render window. (I have also selected references for the aliases with force select from render window)

 

In the quest stage I wish to activate them I have also added the script for it.

 

For example (script in the papyrus slot in the quest stage section):

 

SetObjectiveDisplayed(50)

Alias_Guardian1.GetReference().Enable()

 

This should enable the alias Guardian1 in-game when the quest reaches stage 50 no?

 

So in a simple form: Allow disabled on NPC alias, Initially disabled checked in the spawned reference and added script to quest stage.

 

No NPC's be turning on tho, can anyone help with this? I'd be ever so grateful. This is a vital part to the quest without it it wont be half as good/cool.

 

 

Thank you.

Edited by Axilion
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It does and I can complete the whole quest if I don't disable the NPCs but I need them to spawn later as a safeguard for people not finishing the quest or getting the items needed before the required stage.
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