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I need to know how to do these two things. Could you help me?


Falkner1992

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First I need to know, how to make so an NPC engages the PC in conversation after a door is opened (not unlocked, OPENED).

 

Second, I need to know how to customize a container's inventory.

 

Thanks in advance! :)

 

First I'm not so sure on, but the second is easy.

 

Open up the CS, find the container you want, double click on it and you can add/remove items from it. It is suggested you change the Editor ID of the container so you make a new one, otherwise any changes you make to that container will show up anywhere in the game that form was used.

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StartCoversation is the function you need

 

As for the door opening part, it depends what you mean by "opened" On a load door, you can create a DoOnce loop that switches on a bool, which then starts the conversation.

As for a door that swings open, you can do the same thing, but you will need a timer to account for the door opening. Alternatively, you can call GetOpenState instead of a DoOnce loop.

 

Let me know which kind of door you have and I can whip up a script for you.

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StartCoversation is the function you need

 

As for the door opening part, it depends what you mean by "opened" On a load door, you can create a DoOnce loop that switches on a bool, which then starts the conversation.

As for a door that swings open, you can do the same thing, but you will need a timer to account for the door opening. Alternatively, you can call GetOpenState instead of a DoOnce loop.

 

Let me know which kind of door you have and I can whip up a script for you.

 

It's just an ordinary, non-loading door. It's actually the door to one of the Tiber Septim's unused rooms.

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I assume this is for a quest, so I'll make it part of a quest script.

 

 

 


Scn xx

Short DoOnce

Begin GameMode

    If DoState == 0
         If <door reference>.GetOpenState == 1
              Set DoOnce to 1
              <NPC>.StartConversation Player <topic>
         Endif
    Endif

End

 

 

 

This script will work regardless of what type of script you use, but it was intended for a quest script. An object script could be optimized a lot further. Anything inside arrow brackets is something you will need to fill in yourself, because they use things specific to your mod that I dont know. Just fill in the reference ID of the thing inside the brackets ;)

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