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Isses with scripting my house mod/fortress


majinnoone

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This would be the 1st mode i will upload online once it is finished, normally i always run into issues such as crashing or bugged or scripting issues, Anyhow There are two major things i would like to do on my mod which is upsetting me, or i should say three 1st I would like to take over a existing non quest dungeon and turn it into a player upgradable home, figured clearing it out and having the deed on the mini boss that is already there, using quest, but i am not sure how to do it right, then there is the upgradable scripting, such as clearing our the home of the pre made junk and or bodies, and then buying upgrades such as walls, chairs storage all that jazz. Basic buying or questing for a player home, none the less, then i would like to have time attacks from the forsworn or a player made faction, thinking of making it a evil home, goodie two boots would attack my home.

 

Basic idea is a home, i win, or buy,

upgrading it such as clearing out the junk, adding my own stuff and hiring workers like a smith and guards. I know how to make npcs, just not enable them at correct time,

and finally the biggest issue is i would like to spawn battles like the one in king of river helm where the player can spawn a attack, or just have it timed so they auto attack my guards.

Anyhow will these issues or any one of them would be QUITE helpful, i really wish to finish this mod, and share it :D so many ideas, but i am stupid when it comes to anything besides html code

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Scriptname SpawnChainSCR Extends ObjectReference

 

import game

import debug

 

ActorBase property myNPC auto

 

ObjectReference property SpawnPlace auto

 

Event OnActivate(ObjectReference akActionRef)

SpawnPlace.PlaceActorAtMe(myNPC, x).StartCombat(Game.GetPlayer())

EndEvent

 

 

I finally got this script by spending the last few days playing around and looking for tips online, so far this is the only one that spawned anything for me, would like to make it trigger by dialog instead of a pull chain but i will work with it till i get a working script

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Put that on a dialogue fragment (removing the event lines and the property ones, then setting the property via the property menu).

 

As for enabling NPCs after something, put them in the world, double click on them and mark "initially disabled". Then call a myNPC.Enable() whenever you want.

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Put that on a dialogue fragment (removing the event lines and the property ones, then setting the property via the property menu).

 

As for enabling NPCs after something, put them in the world, double click on them and mark "initially disabled". Then call a myNPC.Enable() whenever you want.

 

 

 

Thanks for the advise, i will try that when i get off work today, if when it works i will post a link to it and give you credit for your advice.

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