Deleted47951738User Posted December 23, 2018 Share Posted December 23, 2018 (edited) Hi all, I'm very new to modding, and it's been quite the learning curve trying to understand what I need to do and how to accomplish it in the Creation Kit. Anyway, onto by issue. So I'm trying to get an NPC to spawn inside the Dawnstar Sanctuary once the player has completed 'Where You Hang Your Enemy's Head...', the quest that has you outfit the Dawnstar Sanctuary after killing the Emperor. I've created the NPC and I can add him into the game manually by dragging him into the cell, but that has him there all the time. He needs to only show up once the quest is done. My research has uncovered the following: - Add a marker to the cell where I want him to spawn.- Use a script to check for quest completion, and disable itself once it's complete (or disable straight away if it's already complete).- Set the NPC to use the marker as 'Enable Parent, Reversed State'. I'm slowly getting my head around what all this means, however I'm completely lost as to how I achieve this in the Creation Kit. It's so convoluted and there's so many menus and fields... argh! Any help is greatly appreciated. Edited December 23, 2018 by Guest Link to comment Share on other sites More sharing options...
Zebsi Posted December 24, 2018 Share Posted December 24, 2018 I'm going to need to do something similar in the mod I'm currently working on, and I don't want to edit any quests, so this is what I'm thinking of doing: 1. Make a small cell, just one room, and navmesh it. 2. Add your Actor to that cell, along with an Xmarker. 3. Give the NPC a custom travel package that points to the Xmarker you placed. Be sure to check the Must Complete flag. 4. Go to the Package's conditions tab, and add the following condition: GetQuestCompleted DarkBrotherhoodSanctuaryRepair == 1 5. Create a new GlobalVariable, you can name it whatever you want, but for the purpose of this, I'm going to refer to it as YourGlobal. Make sure the initial value is 0, and that it's not a constant. 6. Go back to the Package's conditions tab, and add this second condition: GetGlobalValue YourGlobal == 0 7. Go to the Begin/End/Change tab of the package. On the Begin field, type Debug.Trace(), then close and reopen the Package. If you get an error, it's likely because your scripts weren't unpacked. You can find a tutorial for doing so on Google. 8. Now, you'll add 3 properties to that script you just created: 1. an Actor property pointing to your NPC (I'll refer to this as YourActorProperty) 2. an ObjectReference property pointing to where you want him to spawn in the Dawnstar sanctuary (I'll refer to this as YourObjectProperty) 3. a GlobalVariable property pointing to YourGlobal (I'll refer to this as YourGlobalProperty) 9. Erase Debug.Trace() and replace it with the following script: YourActorProperty.MoveTo(YourObjectProperty) YourGlobalProperty.Mod(1) 10. See if it works. You should really test it out on a new character, as things sometimes don't work as they should with preexisting saves. Keep in mind that I haven't personally tried this in game, so there's no guarantee it will work. But I really think it will. Also, the Nexus isn't really that great for getting help with mod creation. You're better off asking on r/skyrimmods on Reddit. Link to comment Share on other sites More sharing options...
agerweb Posted December 26, 2018 Share Posted December 26, 2018 you could sse a Change location event in Story Manager to start a simple quest with the Location Cell and GetQuestCompleted (your quest that you mention above) as the conditions. The simple quest just requiries your NPC as an Alias to be linked with an Alias of an XMarker you put in the cell where you want the NPC to spawn. The NPC will spawn when the player enters the cell if your quest has been completed. Link to comment Share on other sites More sharing options...
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