That's not my important question - what's important is that the first enabled stage puts scaffolding in an exterior cell, and I had to alter the navmesh so folks could go on it. So how do I keep NPCs from wanting to go on this airborne navmesh (before the mine gets enabled)? Can I just enable/disable a collison plane at the base of the scaffold? I thought about disabling and enabling the navmesh (there isn't anything critical under scaffold, so NPCs avoiding it would make no difference), but I don't even know if that's possible.
(The area I'm talking about is the back corner of Largashbur Orc Stronghold, near the bedrolls. NPCs don't even go to that area before the middle of The Cursed Tribe quest, and my mod starts directly after that quest ends, so this may be something I just skip.)
2 - (DIALOGUE IDLES) I'm playing with dialogue idles to make my intro scene more interesting, and I'm learning all about xmarkerheadings, locreftypes, idlemarkers, all that. In his intro, the NPC talks about killing a bear, and I stuck in an attack idle (pa_1HMKillMoveShortA) so he can simulate the kill - that fires without a hitch and looks great. The problem is that the NPC gets stuck with his shoulders hunched and his hands up like he's grabbing something. No matter what I do, I can't get him out of that pose (new idle marker with the attack and another idle stacked in, um, some other stuff, even put it in a package as an end idle). He continues the scene dialogue, but won't do any other idles. Can anyone point me to a solution?
3 - (SCENES) I've pretty much figured out there isn't a way to get the Player to have dialogue in a scene, but someone please correct me if I'm wrong. So what I did was break the scene down into many mini-scenes, and have the continuation based on scene-stage-dependent INTs (that keep track of what parts have been done), the NPC location, and the proximity of the player. I have all the dialogue conditioned to these variables, and the first parts are working. It just seems like an awful lot of work, and I just want to know if I'm over-complicating things (I tend to do that).
All I am trying to do is give the player an introductory tour that explains how the mine got there. The player meets the NPC, and if the player follows him, gets part of the story at one exterior location, part at another, part at another, and finishes in an interior cell. The 'tour' variables are allowing me to stop/continue it at any point, with a slight change in dialogue for subsequent run-throughs. I've got all my dialogue in place (except the ending, which I am changing), so now I'm just trying to 'dress it up' a bit with idles, and I am looking at triggerboxes to eliminate some forcegreets.
4 - (QUEST ALIASES) The CK mentions that designating an alias as a forced reference should be used sparingly, so I was wondering if it makes any difference to designate the alias a different way. Specifically, by choosing FIND MATCHING REFERENCE and then setting the condition to GetIsReference. Doesn't this do exactly the same thing as a forced reference?
Also re: aliases, how important is it for my aliases to have unique names? What I mean is, my quest abbreviation is LGBM01, so I put that before all of my alias NPC names. Is that necessary or desireable? I'm just lazy, I hate typing the same thing over and over, especially if I don't have to do it. (If you knew how many times I have to rewrite stuff to get it to work, you'd know what I meant!)
Any and all pointers, 'best-practices' etc would be helpful. I've got about 30 CKWiki pages permanently opened, I go through every tutorial I can find, search the web, and I still have questions. Sometimes, yes, I DO need a sign.
Thanks for looking!
