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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
  • ...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
  • set MySpecialization to player.GetClassSpecialization Gets player's class specialization.
    902 bytes (99 words) - 14:15, 14 September 2007
  • 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
  • ...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
  • ...at a package can be completed due to failure (pathfinding, or inability to Find the specified number of generic objects, or the duration has expired), unle ...cks, where the GameMode block checks if the NPC is in the same cell as the player, and uses [[Return]] if not.
    1 KB (182 words) - 06:46, 3 February 2023
  • ...[[NPC]] section and pick out the one you want. For this, I simply used the NPC Dremora1CaitliffMelee1, which happens to be already summonable. * Choose a unique ID and rename the [[NPC]] to your liking, I set the ID to - Dremora1CaitliffMelee1 - and name as -
    5 KB (891 words) - 17:07, 10 May 2013
  • Stores the player's fame when visiting the shrine. ?: Set to the player's fame level if player successfully visits the shrine at the time of the visit.
    8 KB (926 words) - 05:26, 1 April 2010
  • #Make an NPC #Talk to an NPC
    10 KB (1,825 words) - 22:14, 23 August 2010
  • =='''Appendix Three: NPC Behavior'''== ...begin to build our own quest, I am going to look at the main ideas behind NPC creation, and will spend a lot more time looking at this window and its tab
    16 KB (2,853 words) - 04:29, 30 October 2011
  • This tutorial will explain how to set up a script on a custom NPC/creature so that by activating it you will be able to command it to attack ...t is very important you be sure to put this spell in the spell list of the NPC/Creature you want to be able to command.
    5 KB (810 words) - 12:09, 26 December 2009
  • ...it. Hidden from PC makes the faction hidden from the faction menu if the player is a member. Evil, makes the factions evil, so if you killed them, they wou ...nasa Arano(I'll call her NPC 2), of which you can find both underneath the NPC, Dark Elf, Female List. Let’s start with NPC1.double click her name on th
    4 KB (757 words) - 15:55, 3 November 2008
  • ...amemode scripts wherever possible. Use quest scripts if you can, or try to find ways to put as much of the script work into OnLoad, OnEquip, and ScriptEffe ...en necessary. For instance, if you need to run an item script whenever the player hits a switch, place this on the switch:
    4 KB (667 words) - 16:38, 25 December 2012
  • set FirstAttribute to player.GetClassAttribute 0 set SecondAttribute to player.GetClassAttribute 1
    3 KB (213 words) - 01:43, 25 September 2011
  • set myfirstskill to player.GetClassSkill 0 set myfifthskill to player.GetClassSkill 4
    3 KB (211 words) - 11:34, 21 December 2007
  • ...t with all facets of game play having been covered.Feel free to change the NPC, the item to be retrieved, and/or the Reward for returning the item to what Find our sword under iron (AAfamilysword), right-click it, and select '''EDIT'''
    16 KB (2,598 words) - 05:38, 12 September 2010
  • ...efault dialogue include the 'YOU ARE THE HERO OF KVATCH' speech that every NPC tells you once you completed the kvatch section of the main quest. Another ...unwise for Bethesda to create a seperate set of generic dialogue for every NPC.
    8 KB (1,416 words) - 07:31, 24 June 2012
  • ...geting another NPC will automatically start a conversation with the second NPC, beginning with the HELLO conversation topic. This is the same way that NPC ...nversation (assuming you are using StartConversation -- if you are using a Find package, the first info will have to be a HELLO, which can then link to you
    12 KB (2,061 words) - 17:21, 4 August 2009

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