Anyway to add a travel package to an actor "one the fly&

Post » Sat Nov 17, 2012 5:23 pm

I have vampires burning up in the sunlight, in Oblivion when I did this they would run back to their editor location, I did this by adding such a package to the actor, but I do not see addpackage functions in Skyrim.
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jessica sonny
 
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Post » Sat Nov 17, 2012 10:33 am

I believe the only way of adding packages dynamically is through aliases. (Of course you can assign these via scripts.)
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Irmacuba
 
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Post » Sat Nov 17, 2012 9:23 am

Yeh as ingenue said, alias' should do the trick. set up an alias and add your travel package to it. Leave it checked as optional. Then use http://www.creationkit.com/ForceRefTo_-_ReferenceAlias to fill the alias when needed. Then http://www.creationkit.com/OnPackageEnd_-_Actor use http://www.creationkit.com/Clear_-_ReferenceAlias to clear the alias, ready for the next burning bloodsvcker

- Hypno
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Laura Simmonds
 
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Post » Sat Nov 17, 2012 11:30 pm

You can not add a package that I know of but you can a script. You can use a spell which is an ability type and assign a magic effect to it that persist after death and is continuous set to script type.
Then add the script (some limitations apply) after which when you add the spell to the actor they will run the script.
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Monika Krzyzak
 
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Post » Sat Nov 17, 2012 7:59 pm

geeezzz.... really all that just for a temp travel package? In Oblivion it was just "Myref.AddPackage MyAIPackage"

Ok... thanks guys.
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Jack Walker
 
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Post » Sat Nov 17, 2012 1:22 pm

of ForceRefTo wiki says:

Calling this multiple times in a row can result in actors in running scenes to lose their scene package permanently and result in brokenness. Do not call this multiple times in a row while a scene is running in the quest whose alias you are forcing to.


mmmmmmm.... this is getting even more complicated for such a simple event.
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Jon O
 
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Post » Sat Nov 17, 2012 5:55 pm

Why would you want to use ForceRefTo multiple times in a scene?
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Jennifer Rose
 
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Post » Sat Nov 17, 2012 2:39 pm

so it is
  • Make quest
  • set up alias' with conditions and travail package
Then in the game:
  • Vamps script will start the quest
  • in the vampires script use Forcetoalias to make the actor fill that empty alias
  • then use clear in the script
  • then stop quest via the script
Now ready for next vampire in the sun.

And I can only have a limited number of Vamps at one time run this...right?
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gary lee
 
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Post » Sat Nov 17, 2012 9:55 am

If the script is starting the quest you don't need to use ForceRefTo (although of course you can). Instead you could use Find matching reference to fill the aliases. You can have as many vamp aliases as you can be bothered to make (as long as you make sure they're optional), but that does impose a limit.
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Lexy Dick
 
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Post » Sat Nov 17, 2012 8:32 am

OH, so starting the quest then automatically will fill the aliases ... ok thats good.

If the script is starting the quest you don't need to use ForceRefTo (although of course you can). Instead you could use Find matching reference to fill the aliases. You can have as many vamp aliases as you can be bothered to make (as long as you make sure they're optional), but that does impose a limit.
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Maddy Paul
 
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Post » Sat Nov 17, 2012 3:39 pm

so…..
  • 2 vamps chase the player outside into the sun
  • one is way ahead of the other, gets to the sun first
  • vamp script proceeds to stop then start the vamp burn quest (stopping a quest that is not running will not hurt anything)
  • quest intends to find up to 20 vamps around the player, only one for now and puts them in the aliases.
  • aliases and travail package kicks in and makes the vamp run back to editor location (almost always indoors for vamps).
  • while this is happening, the other vamp comes outside after the player,
  • so the script repeats the processes by stopping then starting the quest again per the second vamps script.
  • this clears the aliases. from the first vampire, but then puts him and the new vamp back into the aliases.
  • the first vamp keeps going to his editor location and the new vamp also runs for their editor location.
  • They get to their location and the quest stops clearing automatically the aliases.


right?
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mike
 
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Post » Sat Nov 17, 2012 8:27 am

Quite good. But you could start the quest only if it's not running in order to avoid stopping the package of the first vampire at all.
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Karen anwyn Green
 
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Post » Sat Nov 17, 2012 11:40 am

But...then how will the second vampire that is still on the other side of the load door (not yet out side) get picked up into the aliases if you do not stop and start the quest once that second vamp finally gets out side in the sun?


Quite good. But you could start the quest only if it's not running in order to avoid stopping the package of the first vampire at all.
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Timara White
 
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Post » Sat Nov 17, 2012 4:35 pm

I was reading about this:

Location Alias Reference Pick a Location Alias from this quest (must be higher in the list than this alias), and pick a http://www.creationkit.com/Location_Ref_Type. When the quest starts, the Story Manager will attempt to find a matching loc ref type from that location to fill this alias.


So is it possible to get a dark location or even just an interior location for the vampire to run to in this way?
There is a condition check for light level and for interior, but will the game actual check this per the conditions in the location to fill alias, find a dark place or at least an interior place and then some how make this the travel destination for the vampire's travel package to run to?

Right now I am only making them run back to their editor location which is ok as in most case this is indoors, but it would be FAR better to get a dark place dynamically!
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Katy Hogben
 
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