Falkner1992 Posted November 14, 2012 Share Posted November 14, 2012 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! :) Link to comment Share on other sites More sharing options...
Nephenee13 Posted November 15, 2012 Share Posted November 15, 2012 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. Link to comment Share on other sites More sharing options...
WarRatsG Posted November 15, 2012 Share Posted November 15, 2012 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. Link to comment Share on other sites More sharing options...
Falkner1992 Posted November 15, 2012 Author Share Posted November 15, 2012 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. Link to comment Share on other sites More sharing options...
WarRatsG Posted November 16, 2012 Share Posted November 16, 2012 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 ;) Link to comment Share on other sites More sharing options...
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