Enabling an NPC

Post » Wed Jun 20, 2012 3:40 am

Hi guys, before I start I wan't you to know I am a complete novice at this so the learning curve is pretty steep. I've been following the creation kit wiki tutorials but have been changing a few elements so as to be slightly original and experiment a little.

My problem is with enabling things after the start of a quest. Essentially I want it so that after the quest starts a unique actor begins fighting with bandits so that when you arrive at him he is dead. I can enable the unique actor as the tutorial covers that, something to do with aliases but I can't figure out how you would enable the non-unique bandits.

Imagine if you will the rat warrens when rescuing Esbern, the thalmor spawned in small numbers as you progressed through the dungeon, this type of thing, so it creates the illusion of a real time fast paced event that is actually occurring as you play.

The only way I can think of right now would be to make a unique hostile who spawns alongside the unique actor but I reckon there is a better more efficient way.

Thanks
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Francesca
 
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Post » Wed Jun 20, 2012 5:56 am

Place the non-unique bandits in whatever cell you want them but have them start as disabled. Then in your quest create 'Specific Reference' type aliases to them, then you can enable them via Papyrus when you want.
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OJY
 
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Post » Wed Jun 20, 2012 12:19 pm

Thank you
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Lucie H
 
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