NiZeKiHo Posted April 8, 2019 Share Posted April 8, 2019 Okay so I don't know if this is even possible, or if I'm just being flat out stupid (or both)But my question is pretty much, how would I enable an existing but initially disabled NPC with Papyrus? Link to comment Share on other sites More sharing options...
maxarturo Posted April 8, 2019 Share Posted April 8, 2019 Use the same logic as you did before.I have already post you the name of a few scripts.There is also the :defaultEnableLinkedRefOnTriggerEnter The script you are going to use depends on how you want the actor to get Enable.OnTriggerEnter, OnDeath (of an other NPC), OnActivate (lever or other activator) etc.... Link to comment Share on other sites More sharing options...
NiZeKiHo Posted April 8, 2019 Author Share Posted April 8, 2019 (edited) Use the same logic as you did before.I have already post you the name of a few scripts.There is also the :defaultEnableLinkedRefOnTriggerEnter The script you are going to use depends on how you want the actor to get Enable.OnTriggerEnter, OnDeath (of an other NPC), OnActivate (lever or other activator) etc....Okay so, I don't know what other scripts you mean, but the defaultEnableLinkedRefOnActivate one isn't working right. The NPC stays disabled when I pull the chain that's supposed to enable him My Linked Ref settings are as follows for the chain and the NPC respectively Chain: NPC Also, I have no idea why it shows two Chains here but only one Ulfric on the chain settings Edited April 8, 2019 by NiZeKiHo Link to comment Share on other sites More sharing options...
TobiaszPL Posted April 8, 2019 Share Posted April 8, 2019 Scriptname <YourName> extends ObjectReference Actor Property QActor Auto { Actor Ref. to Activate } Event OnActivate( ObjectReference QRef ) QActor.Enable() EndEvent For Activator... Leaver / Chain etc.just add this script and fill Properties Scriptname <YourName> extends Actor Event OnInit() Self.Dinable() EndEvent For player lol... your question is perfect... idk even 4 what you are asking... how would I enable an existing but initially disabled NPC with Papyrus? <Actor>.Enable()here: https://www.creationkit.com/index.php?title=Enable_-_ObjectReference Link to comment Share on other sites More sharing options...
foamyesque Posted April 8, 2019 Share Posted April 8, 2019 @NiZeKiHo: Is there an enable parent set for the Ulfric reference? That will override any attempts to enable or disable it directly. Link to comment Share on other sites More sharing options...
maxarturo Posted April 8, 2019 Share Posted April 8, 2019 (edited) If i'm not mistaken, the enable/disable state of Ulfric is already under control by the quest attached to him. Edited April 8, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NiZeKiHo Posted April 8, 2019 Author Share Posted April 8, 2019 Hmmm.. Seems I didn't choose too good of a testing character (Trying to test a close-portcullis then spawn boss thing with a placeholder NPC) that happens when you pull a chain..Any suggestions for a non-hostile placeholder character I could use for testing? Link to comment Share on other sites More sharing options...
maxarturo Posted April 9, 2019 Share Posted April 9, 2019 Use an animal like a goat. Link to comment Share on other sites More sharing options...
NiZeKiHo Posted April 9, 2019 Author Share Posted April 9, 2019 Use an animal like a goat.Okay I try that but it seems no matter what I do, the goat doesn't appear. As in, I can see it's there in creation kit, I didn't disable it (because i'm testing if the script can disable first) but it's not there in the place I put it for whatever reason, like it didn't spawn in. Link to comment Share on other sites More sharing options...
maxarturo Posted April 9, 2019 Share Posted April 9, 2019 (edited) Use an animal like a goat.Okay I try that but it seems no matter what I do, the goat doesn't appear. As in, I can see it's there in creation kit, I didn't disable it (because i'm testing if the script can disable first) but it's not there in the place I put it for whatever reason, like it didn't spawn in. Clearly you are doing something wrong. Now let's take this from the start. 1) Place the NPC - goat in your cell.* Do not link the Npc - goat to anything, just place it. SAVE.* Don't use an LVL NPC. 2) Go in game to test and see that the NPC is there.* If you have already done in your cell "Navmesh", don't expect to find the NPC in the position you placed him, AI will kick in and the NPC will start to wandering around. 3) Go back in CK and Link your Activator to the NPC.* Check that you are using the correct SCRIPT, not all enable/disable script are meant to work with all Activators. * Link Ref the enable state of the NPC from the Activator's script's property and not from the Activator's reference menu. * You use the REFERENCE MENU option only when you are going to Link the NPC to an xMarker in which the xMarker is Linked to the Linke Ref of the Script. IN THIS CASE YOU DON"T LINK REF THE NPC TO THE ACTIVATOR BUT TO THE xMARKER, AND THEN YOU GO TO THE "ENABLE PARENT" PART OF THE REFERENCE MENU (NPC'S MENU). THEN YOU CLICK THE "SELECT REFERENCE FROM RENDER WINDOW" AND CLIcK ON THE xMARKER. 4) Go back in game and test. .................................................................................................. After seeing with well rested eyes and brain the screenshots you posted, is clear the mistake you did. You used the Link Ref option of the Reference Menu.(the above has nothing to do with what you are trying to do)Instead you need to go to "Scripts" press the "Property" button and from there Link the NPC. Edited April 9, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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