Jump to content

How can I make a certain NPC disappear and another NPC appear instead


Recommended Posts

Posted (edited)

This is what I tried so far and it doesn't work:

 

 

 

scn 000OceanusCityFIRSTQuest
short escape
Begin gamemode
FlintREF2.disable 1
if getstage 000OceanusFirstMission 4
FlintREF2.enable 1
FlintREF.disable 1
endif
end

 

NOTE: The GECK does accept the script, it just isn't working in-game

 

Any help would be appreciated

Edited by macaren15
Posted (edited)

It's not through dialogue is it?

 

Ok, if so, create a new cell. Best would to just duplicate 1ECisternA

In that cell, create a new XMarker. Put it in the render window and double click it. Type in a reference id e.g: NPCSwapMarker

Now, where your npc is standing, create another XMarker and reference it something like OriginalMarker

 

scn 000OceanusCityFIRSTQuest

 

short escape

Short DoOnce

Short Flint1Disabled

 

Begin GameMode

if (DoOnce != 1)

Set Flint1Disabled to 1

FlintREF1.MoveToMarkerWithFade NPCSwapMarker

FlintREF2.MoveToMarkerWithFade OriginalMarker

endif

end

 

That should work. Tell me if there's any problems

Edited by SirIdiot
Posted

You broke the second rule of modding: Never begin an EditorID with a numeric Char.

 

If you try to explicitly reference an EditorID that begins with a numeric char in a script, the script treats the EditorID as a formID.

Posted

Also, don't start with FlintREF2.disable 1, flag the reference as "Initially Disabled" instead.

The line if getstage 000OceanusFirstMission 4 should be if getstage OceanusFirstMission == 4

After FlintREF.disable you need to add FlintREF.markfordelete (disabled objects remain in memory)

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...