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  • ...g save. And how it's possible to use the face of a player character for an NPC. == Use an NPC face for your character ==
    4 KB (768 words) - 10:21, 14 May 2010
  • ...ese first before trying to post any question... the function I'm trying to find is one that would let me get the stats (eg. charges left) from an item. --[ :it's much easier to use the "Find Text" function of the Construction set, though.--[[User:JOG|JOG]] 13:24, 19
    977 bytes (162 words) - 06:14, 21 May 2007
  • == How : Finding the player's Combat Targets ? == How do I find out who's in combat with the pC '''without having a script running on the t
    3 KB (512 words) - 02:59, 10 October 2008
  • ...rgy level of an actor determines how often they move in a wander. If they find a chair in their wander radius they will likely sit down for a while. ...then rather than engaging other NPCs in conversation, they will follow the player around, trying to keep him/her in sight. This behavior ignores radius, alwa
    2 KB (339 words) - 01:45, 27 November 2010
  • ...unning it that frame. Since the equip flag is relative to a base object, I find the best way to do this is: if player.GetItemCount MyAddedObjectID
    3 KB (449 words) - 13:44, 24 December 2009
  • ==Fun Npc's== ...e Differnt kinds of NPC creation such as Companions and other fun types of NPC's
    3 KB (549 words) - 15:30, 22 February 2008
  • ...are two types of actors, [[:Category:Creatures|creatures]] and [[:Category:NPC|NPCs]]. A lot of the data for the two types is identical. However, there ar ...f the player, explaining why they do not respond to friendly fire from the player.
    2 members (2 subcategories, 0 files) - 07:34, 22 January 2010
  • set MySpecialization to player.GetClassSpecialization Gets player's class specialization.
    902 bytes (99 words) - 14:15, 14 September 2007
  • ...find an NPC with a disposition of 100 and use ModDisposition -1, you might find that you have to repeat that many times before it actually goes to 99) ...le, it will not be higher then 100, thus you can not use a (ModDisposition player (RealValue - 100). --[[User:P-Luke|P-Luke]] 16:32, 23 October 2008 (EDT)
    5 KB (750 words) - 18:13, 23 October 2008
  • We need a good tutorial somewhere on here for creating and adding a custom NPC fromt he beginning to the end.[[User:Sockmonkeh|Sockmonkeh]] ...looking for? It would be simple to write a quick tutorial on creating an NPC and setting up race, appearance, and some simple AI packages. If you're lo
    3 KB (544 words) - 11:53, 5 April 2006
  • ...game. All dialogue is organized into [[:Category:Quests|quests]]. You can find dialogue elements in the [[Topics Tab|Topics]], [[Conversation Tab|Conversa ==Dialogue with an NPC==
    11 members (1 subcategory, 0 files) - 02:41, 27 November 2010
  • I spent a night making some experiment to find out how Oblivion engine deals with levelled item lists for NPCs equipment. I asked some expert modders, and all answered the same “ It’s based on player level”.
    4 KB (756 words) - 20:05, 23 June 2012
  • NPC nifs have: "shader = ShadowLightShader" This shader is found only on the player's model and all NPCs, and any clothing or armor they are wearing and is res
    0 members (0 subcategories, 0 files) - 12:44, 8 December 2008
  • I am not sure how 'real' the find package is in regards to the game world. According to the wiki if a find command is run on an object the item will be activated, causing it to be pi
    5 KB (817 words) - 07:11, 1 April 2010
  • ...:Mrflippy|Mrflippy]] 06:35, 14 April 2006 (EDT): Using this command on the player freezes him in place. (Can still jump though) Equipping a different weapon -- [[User:Gamall|Gamall]] 20:20, 17 July 2006 (EDT) Where can one find every valid <GroupName> available ?
    2 KB (230 words) - 21:47, 19 March 2007
  • ...id using this flag except in situations in which the NPC must wait for the player to leave the cell before beginning a new package!''''' ...ers Services''' flag enabled will cause the NPC to always move towards the player if they are not within their line-of-sight (This is what's responsible for
    5 KB (810 words) - 00:55, 11 March 2016
  • ...ed a second time automatically when you open the lock or take the book. To find out when a door was unlocked, for example, you can wait for '''[[GetLocked] ...inventory menu (MenuMode 1008, MenuMode, onEquip, etc.) with '''''Activate player, 1'''''.
    2 KB (338 words) - 01:07, 26 December 2013
  • ...kill an NPC, and than adds an item upon the death of the NPC, and only an NPC, it became necessary to layout the steps for the project, and this seemed t ...reate a Magic Effect Script that will check for the death of an NPC at the Player's hand, than add an Item to the inventory with a nice little message. <br /
    6 KB (1,115 words) - 04:52, 12 September 2010
  • '''MyFollowPlayerPackage''' (Follow Player, indefinitly) ...PC1Ref and NPC2Ref respectively so you could assign these Packages to each NPC without the other getting the same one.
    3 KB (483 words) - 09:29, 17 February 2007
  • ...this tut and did it for my Grapes delivery NPC (Faction: NibenIsle same as player) and set the standard greetings,goodbyes, to a condition of GetInFaction Ni ...Took the changes out and it worked great (after spending 6 hours trying to find out what happened..)
    928 bytes (165 words) - 17:52, 11 June 2007

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