Changing the Guards (like in Civil War)

Post » Thu Jun 21, 2012 10:11 am

Anyone has an idea how that works ? i tried to create a npc (imperial ) and checked "initially disabled" then created an alias for him and checked the box "allow disabled" for the next quest stage i have the script:
Alias_FIGuardsImperial.GetReference().Enable()
but the guard is from the beginning when the cell loads already enabled even though i did everything to disable him :/. I know that they can be enabled / disabled cause that happens too in the Civil War quests. Anyone knows how ?
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Danel
 
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Post » Thu Jun 21, 2012 4:15 am

I know what you mean, but when I have done it, I cheated:

I place the NPC, in the CK, in a blank cell that I created. Then, when I need it, I move it to where it needs to be (well, moveto - to get it close - then pathtoreference, just in case the player is looking :wink:)



there must be a better way though ... maybe someone else will answer :)
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jessica robson
 
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Post » Thu Jun 21, 2012 12:43 pm

I hope so. I can't create 100 cells... or 100 guards in 1 cell that will all go to another spot it would be really confusing :S
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Robert Jr
 
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Post » Thu Jun 21, 2012 4:39 am

You should definitely be certain that the guards are not somehow saved in your savegame. Try starting the game and don't load a current save or create a new one. But when the main menu finishes loading open the console and use "coc" to teleport to the cell where your guard is. If he's NOT there he's most likely properly Initially Disabled. Then you can either start a fresh PC to test with, or clean him from the save you're trying to test with now. You'll have to uncheck your mod, load your save, make a NEW save without your mod loaded, exit the game, check your mod, and reload the new save you just made without your mod loaded. That should clean any references of your guard in your current save.

I pulled my hair out for several hours in a similar situation. But instead of being there when I didn't want them to be, mine wouldn't enable as they should have, even though I knew I had it set up properly. You can also set up a debug.messagebox to tell you the part of your script that is supposed to enable them is actually firing. ( http://www.creationkit.com/MessageBox_-_Debug )
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xemmybx
 
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Post » Thu Jun 21, 2012 7:34 am

I'm pretty sure that I always load a new and not saved game cause i have an other NPC who says one of his dialogues only once and then never again. But still the guard always enables when it shouldn't. Is there a tutorial or something ? Maybe i missed some thing which I don't know or anything
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Enie van Bied
 
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Post » Wed Jun 20, 2012 8:52 pm

If you have your guard set to be Initially Disabled, and your alias to allow disabled that should do it I would think. So I don't think you missed anything, but about 1/2 way down in this part of the Bendu quest tutorial talks about that you're looking for:

http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends

(I would still suggest doing the coc thing from the Main Menu though just to see what you get. What cell do you have your guard in?)
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Laura Shipley
 
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Post » Wed Jun 20, 2012 10:14 pm

Im in an exterior cell.... So lets say another Worldspace. That I have created

EDIT: Nevermind guys, I fixed it. I had a XMarker where I wanted him to spawn. I deleted all references to the marker now and concentrated all the aliases on the guard himself and now it works. even if i did exactly the same... Seems like you can't work with markers THAT way
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REVLUTIN
 
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