Paralyzing NPC by drinking potion

Post » Tue Nov 20, 2012 5:08 pm

I.m at a point in my quest where the player has just made a bottle swap, swapped a normal bottle of wine for counterfeit bottle that has paralyzing potion in it, thanks to JustinOther for scripting the bottle swap. The paralyze potion works perfect, tested on self and renders recipient paralyzed for 1hr. So bottle swap done just have to wait for NPC to arrive in cell, dialouge won't appear unless NPC is in specific cell. NPC arrives, dialouge begins something like "Have a drink with me" and ends with a SetStage which sets the main quest line to 90. On SetStage 90 the NPC's package moves it to a DrinkPotionMarker near the table where the wine is, NPC does the action (even though nothing is in NPC's hand(can this be solved?)) of drinking a potion. At the point when the NPC begins the drinking action I need NPC to perform it once and pass out for 1hr. This poses a problem because at Stage 90 NPC's package instructs it to go to the marker and drink, wherever in the cell NPC is, it will run to the marker (I need to Flag this) but if I set also at Stage 90 that the NPC should be killed (seems best option as I can replace with a copy later, ideas welcome) the NPC will die on the spot when Stage 90 is reached and never perform the UseIdleMarkerPackage and drink. So I need the NPC in game to 1. Perform 1 action of drinking and then 2. Pass out/die/be killed. Once NPC is incapacitated in whatever manner, SetStage will be 100 and player can loot NPC for relevant items and leave the cell. When player has left the cell I will, if NPC was killed, disable the NPC and later replace it with a copy.
Long winded I know but I wanted to get as much detail as possible over to you guys.
Thank you for your time and expertise.
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