OK, so I'm slaving away adding new NPC's, aliases, and packages. But, I'm running into a problem as I test out new stuff as I add it. Let's say about 1/2 way through my quest, I decide to add a couple of new NPC's and want to enable them by a quest stage like stage 90 or whatever. I place my NPC's, set up their alias, and add "Alias_MyNewNPC.GetReference().Enable()" to my stage fragment. The stage is triggered by dialog thusly, "GetOwningQuest().SetStage(90)" and the stage sets properly. However, my new NPC does NOT enable if I test my work from a save I make just before initiating the dialog that sets the stage I need. The stage sets fine via the dialog because I usually use a debug notification to tell me so.
The only way I can get these new NPC's to enable like they should is to start from the very beginning from a save without my plugin loaded. Then it works fine. Is there no way to make changes like adding new NPC's and test it from a save made very close to the point I need them enabled? I'm wasting a crap load of time having to slog all the way through my quest time after time, just to make sure ONE damn NPC is doing what they're supposed to.
Please tell me there's something I'm missing. This is really a pain.