hotrack Posted February 28, 2025 Posted February 28, 2025 In vanilla Helgen, the handplaced bandits are enabled after some time with an enable parent. Unlike other bandit camps/forts/dungeons, there's no 'clearable' flag for Helgen, and the bandits are non-respawnable (USLEEP also adds the appropriate encounter zone to the exterior bandits so that they don't respawn). I'm trying to create a very simple Helgen squatter mod where some NPCs handplaced in Falkreath jail (so that they can respawn) will populate Helgen after the last bandit is cleared. Much of the furniture [beds/cots/cooking pot], idle markers I enable just using the same enable parent the bandits/post-Helgen rubble use. However, can someone help me with something that allows the NPCs to enable after all Helgen bandits are cleared? I'll even settle for an enabler for just the 'boss' bandit of the Helgen keep interior cell being dead.
a_random_user Posted February 28, 2025 Posted February 28, 2025 A possible method to do this would be to make a quest that hold the Helgen Bandits (or only the boss) in an Alias. Put a script on the alias that will advance the quest to the next stage. If you only take the bandit boss you can use a defaultSetStageOnDying script. If you want all bandits to be dead, you'll need to write your own script. You probably want the quest to wait a bit, so this quest stage is used either to wait for a certain time, or until the player leaves Helgen. Then you advance to the last stage. This stage disables the bandits, enables everything you want, and makes your NPCs move. Probably the easiest way to make them move is to give them all a package high in their package list with a condition that checks this quests stage. For example HelgenSquaters01: Start Game enabled Stages: 0 : wait until bandit is dead 10: bandit is dead, wait until player is gone 20: disable bandit, enable furniture, squatters travel Each squatter has a package (or multiple) with the condition GetStage(HelgenSquatters) >= 20. This makes them move to the places the package points out.
hotrack Posted March 7, 2025 Author Posted March 7, 2025 (edited) Can someone create this quest for me? My experience with CK has mainly to do with object placement and navmesh. Most quest editing work I do tend to be conflict resolution overwrites through xEdit. And there's technically no need for bandit disabling as they're all non-respawn (especially with USLEEP). I just need an enabler that will enable the squatter NPCs from their initially disabled state, no need for a quest stage condition in their AI package (to prevent crowding of the Falkreath barracks if a player never decides to clear Helgen). Edited March 7, 2025 by hotrack
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