Question on house ownership and quests and npcs

Post » Thu Jun 21, 2012 5:01 pm

Hi I have a npc that I placed inside a ship and sometimes he gets out and walks around , tough , seems for some reason he thinks that the ship is his own now and he warns and after attacks when the player enters the house , I actually like that he thinks the house is his own but I woudl like to know how that works and how to edit so that when the player becomes "friendly" to the guy he can access the house and use one of the beds there like in a tavern ... how can I do that?

Also I need to pick up and move the whole ship / house in other places of the map but I want to keep the setup of ownership , move the npcs , move everything and remove from the other positions etc ... how to do that?
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Caroline flitcroft
 
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Post » Thu Jun 21, 2012 7:55 am

Up!
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Chloe Lou
 
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Post » Thu Jun 21, 2012 5:40 am

is the ship interior an interior cell? you can set ownership of cells by editing the cell in the cell window
if an NPC has ownership of a cell, all the stuff inside will appear like "steal whatever item" instead of take
setting the interior to private (leaving public checkbox unchecked) will cause the NPC to "defend" it when the player trespasses into his/her property. you can control privacy and ownership via a combination of packages and scripting in order to do exactly what you're describing (being able to buddy with the NPC and allow him to let you sleep there without trying to kill you)

as for moving, how many pieces are we talking bout here? you might be better off just doing a xmarker enable/disable. if your ship has a fuctional teletport door, moving it will likely cause problems as the teleport marker cannot be moved off of its navmesh. and thats another issue of its own, the navmesh on the ships deck cannot move.

you can do a disable/enable to make it seems like the ship has moved somewhere else, and on your additional ship clone, the door that leads to the interior will just have a duplicate door in the interior cell that is also parented to the xmarker (so that only one door is enabled at a time).

as for the navmesh issue, when you disable the ship you can place a collision box set to L_Navcut to prevent other NPC trying to travel along the existing navmesh which is now floating in mid air above the water. setting the collision box to the same enable parent xmarker, but flagged as set enable state opposite, will automatically disable it when the ship is enabled.

that way, in your control script all you are doing is turning off a single x-marker instead of trying to move the entire thing.


if you have to move the ship in real-time, that is a whole different headache altogether. i'm sure SluckyD can help you there as he has successfuly gotten a drivable ship to work
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Fam Mughal
 
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Post » Thu Jun 21, 2012 7:02 pm

Where I can find the code for this enabling disabling? And how I do to teleport the crew here and there all time? Thanks for any answer...
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Mimi BC
 
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Post » Thu Jun 21, 2012 2:54 am

Up!
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Anthony Santillan
 
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Post » Thu Jun 21, 2012 3:10 am

hOW CAN i DO TO ASSIGN EACH npc IT'S OWN BED where to go sleep ? and how to give the player an only unique specific bed where to go sleep ?
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Samantha Pattison
 
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Post » Thu Jun 21, 2012 5:00 pm

Make the bed "owned" by the npc

Go to the NPCs Base properties and add a package by searching for "sleep". Choose one of the sleep packages and set the bed as the reference.

Does that answer your question :)
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Phillip Hamilton
 
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Post » Thu Jun 21, 2012 6:45 pm

ok now on the appear disappear of the ship ...

I created an Xmarker and called marker IssgardSeaDragonEnableMarker ... I have enabled all the items referring to the ship so that point to that marker link ... now a series of arrows depart from that marker to each object of the ship ....

now how do I do to enable this marker ( and I guess so all the ship's stuff ) only when the quest starts and ...

Then I will have need to move the whole ship into another cell and worldspace , how shoul dI procede to do this? always according to quest stage and so disable the ship from A and enable it in B? Do I need ot make copies or I can copy just the marker and rename enabling or disabling? how I doto connect all time the interior to the new location?
finally when the quest is over I want to enable another new permanent ship that appears and disappears in that position but only at given time of the day and at a certain period of the year like every 5 days and so on ...
Finally how do I do to manage the crew to move together with the ship?
so how to do all this?

thanks for any detailed answer please ....
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lucile davignon
 
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Post » Thu Jun 21, 2012 4:04 pm

ok now on the appear disappear of the ship ...

I created an Xmarker and called marker IssgardSeaDragonEnableMarker ... I have enabled all the items referring to the ship so that point to that marker link ... now a series of arrows depart from that marker to each object of the ship ....

now how do I do to enable this marker ( and I guess so all the ship's stuff ) only when the quest starts and ...

Then I will have need to move the whole ship into another cell and worldspace , how shoul dI procede to do this? always according to quest stage and so disable the ship from A and enable it in B? Do I need ot make copies or I can copy just the marker and rename enabling or disabling? how I doto connect all time the interior to the new location?
finally when the quest is over I want to enable another new permanent ship that appears and disappears in that position but only at given time of the day and at a certain period of the year like every 5 days and so on ...
Finally how do I do to manage the crew to move together with the ship?
so how to do all this?

thanks for any detailed answer please ....

Wow...that's a complex question lol

I have an idea...download my mod, Lamplight, and look at how I did nearly that on the haunted house.

I used trigger boxes that points to xmarkers as the Parent.

If you look at the haunted house and still have questions I'll be happy to help you.

BTW...the key to the house is in the blacksmith shop on top of the cabinet next to the combat dummies. Jump on the chair to knock off the deer hide and the key is under it.

edit: the link to the mod is in my signature
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Mackenzie
 
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Post » Thu Jun 21, 2012 12:59 pm

but It the same of the Katharia ship , I checked and looked at this but I can't figure out the stuff that I need to do to achieve what I described , plus I may come up with it but I may take too much time to figure out and I do not have much time to dedicate to the solution mining ...
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x_JeNnY_x
 
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Post » Thu Jun 21, 2012 1:22 pm

I understand Prometheus, but answering questions that are not specific enough is tough to do. I usually don't get it right most of time either.

Just run through the haunted house, then look at it in the CK...right click on stuff and you'll be able to see the pattern of links to xmarkers, particularly the trigger box right in front of the door in the interior. It should be really easy to see what is going on. That way we don't have a thousand posts here trying to describe every step and we'll all be better off :)
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MARLON JOHNSON
 
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Post » Thu Jun 21, 2012 6:52 pm

Why ? I tought I was enough specific , I know there are some other examples around also the Kajhits stuff that travel here and there , but I can't find scipts packages and a whole list of stuff I woudl just waste a lot of time making trial and error exploring other samples , if someone knows already what should I do and point me tothe right instructions woudl be much more easier for me ..
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kiss my weasel
 
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Post » Thu Jun 21, 2012 1:02 pm

I tell you what.

You run through the haunted house and if it does something similar to what you are after we can go from there.

That would at least let me know whether I would be on the right track to even help you.

ok?
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Evaa
 
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Post » Thu Jun 21, 2012 5:44 pm

But I don't have time to play ypur mod now ! :(
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Amy Gibson
 
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Post » Thu Jun 21, 2012 1:02 pm

But I don't have time to play ypur mod now ! :(

OK

Anyone ever tell you that you're a pain in the but? :)

Let me see....

First create a trigger box, I presume you know how to do that, and make the type "defaultEnableDisableLinkedRef" then size it to your liking.

Double click the trigger and make it point to the xMarker under the "Link Ref" tab.

Now go to the "Scripts" tab and add the "defaultEnableDisableLinkedRef" script.

Set the properties of the script to your xMarker etc.

Then try it and let me know if it works or not.

That's the simplest way I can explain it.
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Marine Arrègle
 
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Post » Thu Jun 21, 2012 6:22 pm

ok but I can't put the script directly into the xmarker? and how do I link it to quest stage instead than trigger enter box?
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victoria gillis
 
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Post » Thu Jun 21, 2012 5:20 pm

Put another script on the trigger.

When you select Add for adding a new script filter for "SetStage" and choose a script that should work for you and set it's properties.

That will set your quest stage when the player enters the trigger, if you set the properties correctly.

edit

The script "defaultSetStageOnEnter" should do what you're wanting.
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Juan Suarez
 
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Post » Thu Jun 21, 2012 9:53 am

I have to leave for a little while

Post here with your results, ok?
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Christina Trayler
 
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Post » Thu Jun 21, 2012 5:31 pm

what happens if I remove xmarkers relative to a AI package of NPCS that are inside the cell interior of the ship? Should I replace it with another AI package? Should I place some quest trigger conditions?
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Rik Douglas
 
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Post » Thu Jun 21, 2012 7:12 pm

what happens if I remove xmarkers relative to a AI package of NPCS that are inside the cell interior of the ship? Should I replace it with another AI package? Should I place some quest trigger conditions?

Well, now you're getting outside of the bounds of the original post and I really have no idea and don't understand the question.

Perhaps starting a new thread with your question would be a good idea?

Have you tested my instructions yet?
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Kieren Thomson
 
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Post » Thu Jun 21, 2012 1:16 pm

Ok this ?

http://www.gamesas.com/topic/1375079-moving-ship-and-crew-by-enable-disable/
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I love YOu
 
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