tyreil829 Posted September 20, 2008 Share Posted September 20, 2008 Yesss a sort of a perverted anti-companion mod. With storyline! Epic scripted combats! And fire! Neah there isnt a problem with it IHR i like being hunted great to test my followers stength Sheppard Link to comment Share on other sites More sharing options...
Deleted269910User Posted September 21, 2008 Share Posted September 21, 2008 Bah, I've fought with this for long enough today, I can get everything else to work apart from the NPC refusing to leave the starting cell and since he isn't leaving it, he refuses to execute the AI packages before I enter the same cell. I've tried enabling no-low-level-processing, I've tried skipping fallout behaviour and nothing simply seems to work. What I need is a script that summons my custom NPC to the players location, with 3-5 in-game day intervals, with the NPC references left blank so anyone who'd need it would be able to use it. Haven't done any scripting for the past 3 years so I honestly saying don't remember a shyt, could be about time I started re-learning. This project is going to take longer than I thought, but learning is good eh? ~Elraine Link to comment Share on other sites More sharing options...
ihateregisteringeverywhere Posted September 21, 2008 Share Posted September 21, 2008 That's simple, you can't. (Atleast I think so) You have to spawn the npc in the pc's cell with a script. This will also make spawning the npc at the right time easier. Just hook it to a quest script. Link to comment Share on other sites More sharing options...
Deleted269910User Posted September 22, 2008 Share Posted September 22, 2008 Remembered as much, which is why the remark on starting to re-learn scripting. Now, I'm off to school and afterwards, time to start playing around. Link to comment Share on other sites More sharing options...
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