Make an NPC stay in a chosen location

Post » Mon Nov 19, 2012 2:13 am

I want NPCs sent to a chosen location (using my mod) to stay at that location until the player arrives. I'm hoping I may be able to use the RegisterForLOS() function on the NPC, but that alone probably won't keep the NPC from wandering off. The only thing I can think of is setting the NPC unconscious, but I don't know if that will mess up the RegisterForLOS trigger event. Any thoughts?
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Theodore Walling
 
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Post » Mon Nov 19, 2012 5:30 am

You can keep him/her where they are by using a GUARD Package.

Then a script to turn it off when the npc/player has LOS

?
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Maddy Paul
 
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Post » Mon Nov 19, 2012 3:21 am

You can keep him/her where they are by using a GUARD Package.

Then a script to turn it off when the npc/player has LOS

That sounds perfect. Thank you. I'm assuming packages are like any other object in the CK - it can be duplicated and renamed. This way the script can make sure the NPC has my GUARD package, and not one assigned for some other reason.
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KU Fint
 
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Post » Mon Nov 19, 2012 12:09 am

Be aware that guard will make the NPC threaten the player if he doesn't leave. It's not clear from your description if that's what you want or not. If not, others to look at are sandbox, do nothing and forcegreet. If you want him to stay but until the PC arrives and then start a conversation, force greet is probably the one that you want.

To set up a package, I tend to pick a template form the drop-down. I don't think I've tried renaming them.

[edit]

Of course, with a Guard package, they don't have to attack the player. It all depends on the SuspiciousOf parameter.
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Curveballs On Phoenix
 
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Post » Sun Nov 18, 2012 6:20 pm

If you just need the character to stay where you place it, add the defaultstayateditorLocation package.
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Prisca Lacour
 
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Post » Mon Nov 19, 2012 12:29 am

The mod is intended to help organize followers added by mods, as they are sometimes "different" than the vanilla followers, in that they behave outside normal game mechanics. Rather than try to design something that would be compatible with all follower mods, my mod simply allows one to mark and move any NPC, and counts on the player to not abuse or misuse it.

So the requester wanted to have the ability to send his followers to a base of his choosing. No problem there, but I suspected that the NPCs would likely wander off, hence my question here.

Thanks for the advice.
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Misty lt
 
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Post » Mon Nov 19, 2012 5:29 am

He just wants to move followers back home? Heck, just tell him about Portal. It's a little spell I made, should do what he wants.
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Lori Joe
 
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Post » Mon Nov 19, 2012 4:31 am

Ok, thanks. How come you don't mention that function on the Portal description page?

Edit:

Would your mod serve these functions?

i mean custom followers theres parts of the game you have to tell them to go home custom followers sometimes have no home and disappear i need something like a mark and recall spell to use on custom followers

and

i mean modded followers from nexus i have just got a mod to summon them now i need something to send them away but to a place i choose so they all go to the same place when i send them away mhoyh mod only works on standard vanila followers mine are custom from nexus i need something similar but for modded followers id need to mark 5 im using aft

http://forums.nexusmods.com/index.php?/topic/771960-follower-summon-and-banish-spell/
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Amy Melissa
 
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Post » Mon Nov 19, 2012 3:09 am

What do you mean "that function"? It's portal. Stuff goes in one side, comes out the other. He can have a portal at home, and then just shoot the other one at his follower.
Anyway, as far as a banish spell, that's relatively easy. Have a spell with a projectile with an explorsion with a placed object. The object moves an ObjectReference (an XMarkerHeading probably) to itself, then disable/deletes itself. Now, have another spell which is castable on anyone, that if Follower.GetReference() (the alias in DialogueFollower)==akTarget, akTarget.MoveTo(TheObjectYouPlacedInTheOtherSpell)

easy peasy
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Robyn Lena
 
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Post » Sun Nov 18, 2012 11:11 pm

What do you mean "that function"? It's portal. Stuff goes in one side, comes out the other. He can have a portal at home, and then just shoot the other one at his follower.

It's not clear in the Portal description that you can fire the portal at an NPC to send them off. Also, will they stay at that location? From what I gathered from the user's request, he also wanted to be able to call them when needed or if the followers got lost.
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Kelvin Diaz
 
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