Apear and disappear quest objects and stuff?

Post » Thu Jun 21, 2012 8:23 am

Hello , I have the need to make a quest where stuff appear and disappear ...

like some adventurer is killed but not befoure the quest starts so I need to disable it and this more or less I saw how to do , but how do I do for doing it for a whole ship and the crea and the stuff?

How do I do to disable an actor from a position according to quest and place him somwehrelese in time etc?

how do I do to after the quest is over to remove the killed guy from the game etc? Or replace may be with something else?
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dav
 
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Post » Thu Jun 21, 2012 3:37 am

moveto - will teleport the actor (not good if player is looking at it) - http://www.creationkit.com/MoveTo_-_ObjectReference
pathtoreference - will set him off walking to whatever location you specify - http://www.creationkit.com/PathToReference_-_Actor



Once actors are dead, the body will be removed automatically by the game after a while (when the cell resets, I think) ... Or you could disable the NPC, or move it to a hidden cell, if you need it to go away immediately
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Sunny Under
 
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Post » Thu Jun 21, 2012 10:16 am

I hope I understood your question and if you have a LOT of objects that you want to be Initially Disabled (invisible), but then some time in the future Enable them, the best way if to place an X-marker somewhere in the area of your objects, and set it to Initially Disabled. Then link all of your objects to it in the enable parent tab for each of your objects. Then at the appropriate time in your quest, enable the X-marker with either an object ref or an alias and all your objects should then be enabled. It doesn't matter how big or small they are. Any of the vanilla player homes have tons of objects enabled and disabled when the player buys upgrades, so they are a good place to look for examples.

To remove the killed guy, I think you should be able to set up an alias for him and disable him with a quest stage or whatever when you need to.
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Reanan-Marie Olsen
 
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Post » Thu Jun 21, 2012 10:17 am

how do I link all stuff to the maker with the render window selection?
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JR Cash
 
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Post » Thu Jun 21, 2012 6:59 am

how do I link all stuff to the maker with the render window selection?

In the enable parent tab you click "select reference in render window", and click on your xmarker. Also you can multi select all your objects (hold down ctrl while clicking on multiple objects, then up at the top select View, then select Reference Batch Action Window, and link all of the objects you have multi selected to your xmarker all at one time. This saves a LOT if time if you have a lot of objects you're working with.

Just to be clear, if you multi select, you need to check the "set enable parent" in the selections, then select your xmarker in the render window.
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brandon frier
 
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Post » Thu Jun 21, 2012 2:04 am

Mmm is there any more "detailed" tutorial ? I am not quite sure how to realize that in a quest thing ... I actually want to make a sort of transport that appears and disappears at gived times from the coast locations and the other worldspace plus adding afee etc ... and ofc a time passed thing ... any idea how I can realize that? Is there any tutorial similar?
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GRAEME
 
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Post » Thu Jun 21, 2012 3:56 am

It's actually really easy. As Balok said put a xmarker or whatever to the map and link them up. Once your done create an Alias in the quest ( The Tab say "quest alias" or something ). When you want it to appear at like Quest Stage 30 , you go to the 30 Quest Stage and in the right you can put some code. You can just put this in
Alias_YourAliasName.GetReference().Enable()

And it will then appear or disappear however you want.
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Lou
 
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