DMC500 Posted April 7, 2014 Author Posted April 7, 2014 not sure what you did: did you make sure about this part ? set xLoversQuest.Offence to npc1; set xLoversQuest.Deffence to npc2: if you think this is too difficult for you maybe you should first start with something more simple: create a unique dialog witch will force a dialog on the other npc and paste this code: i am not really the right person to ask all of this i never even did any scripting for oblivion. npc1 is first npc id?
D_ManXX2 Posted April 7, 2014 Posted April 7, 2014 Before i answer that i hope you got basic concept of modding your own plugin in Bethesda construction set ?? if not then this will be a very long and painful post witch none of use will get the wiser in the end. First of you need to put everything in perspective what are your goals: your going to make your own plug-in for lovers with pk. If yes: Continue: 2 you want 2 npc's to have sex when player near: if yes: Continue Create your 2 new npc's and add them in game: if yes: Conitnue Give them a unique reference name: if yes: continue This part can be anything like naming them npc1 npc2, or npc1Ref, npc2Ref etc.. This is the concept you do when you start new. now with the reference build you can start by adding scripts etc..
DMC500 Posted April 7, 2014 Author Posted April 7, 2014 Before i answer that i hope you got basic concept of modding your own plugin in Bethesda construction set ?? if not then this will be a very long and painful post witch none of use will get the wiser in the end. First of you need to put everything in perspective what are your goals: your going to make your own plug-in for lovers with pk. If yes: Continue: 2 you want 2 npc's to have sex when player near: if yes: Continue Create your 2 new npc's and add them in game: if yes: Conitnue Give them a unique reference name: if yes: continue This part can be anything like naming them npc1 npc2, or npc1Ref, npc2Ref etc.. This is the concept you do when you start new. now with the reference build you can start by adding scripts etc.. i know it
Vaelorian Posted April 7, 2014 Posted April 7, 2014 Oh for Christs' sake, has this not been resolved yet? Here's the most basic non-intrusive way to do it: -Make a quest. Call it whatever you want, it doesn't matter. Tick the "Start-game enabled" if the place the two NPCs are in is a worldspace, otherwise leave it off for performance. -Make a script. Make it a quest script. Copy this into it, and modify where needed: scn <YOUR SCRIPT NAME HERE> begin GameMode set fquestdelaytime to 10 set xLoversQuest.Offence to <OFFENSIVE NPC ID> set xLoversQuest.Deffence to <DEFENSIVE NPC ID> Call xLoversMainSafeStart end -Attach the script to the quest. ONLY DO THE FOLLOWING IF YOU DIDN'T TICK THE "START GAME ENABLED BOX -Now, if you didn't tick the "Start game enabled" make another script. This one an object script. It should look like this: scn <YOUR OTHER SCRIPT NAME HERE> begin onActivate player startquest <YOUR QUEST NAME HERE> activate end -Attach this to every door leading into the room. -If there is any way for the player to enter the room via script or spell, make sure to add this line to it: startquest <YOUR QUEST NAME HERE> -Make another script. Also an object script. It should look like this: scn <YOUR YET ANOTHER SCRIPT NAME HERE> begin onActivate player stopquest <YOUR QUEST NAME HERE> activate end -Attach this to every door leading out of the room. -If there is any way to leave the room via spell or script, make sure it has this line attached to it: stopquest <YOUR QUEST NAME HERE> Needless to say, if you can't follow this you should NOT be messing with complicated things like making Lovers mods. You can still try, if you like bashing your head against the wall. Speaking of performance, for maximum optimization you might as well tick the "No low level processing" checkbox on both the NPCs who will be eternally locked in the act.
WappyOne Posted April 7, 2014 Posted April 7, 2014 This should cover what you need. Contains two tokens and one script. Add token xLoversShowcaseOff (console additem xx000ed3 1, where xx is load order of LoversShowcase) to sex initiator. Add token xLoversShowcaseDec (additem xx000ed4 1) to receiving partner(s). If more than one potential partner is found, one is randomly chosen. LoversShowcase.esp
DMC500 Posted April 7, 2014 Author Posted April 7, 2014 Oh for Christs' sake, has this not been resolved yet? Here's the most basic non-intrusive way to do it: -Make a quest. Call it whatever you want, it doesn't matter. Tick the "Start-game enabled" if the place the two NPCs are in is a worldspace, otherwise leave it off for performance. -Make a script. Make it a quest script. Copy this into it, and modify where needed: scn <YOUR SCRIPT NAME HERE> begin GameMode set fquestdelaytime to 10 set xLoversQuest.Offence to <OFFENSIVE NPC ID> set xLoversQuest.Deffence to <DEFENSIVE NPC ID> Call xLoversMainSafeStart end -Attach the script to the quest. ONLY DO THE FOLLOWING IF YOU DIDN'T TICK THE "START GAME ENABLED BOX -Now, if you didn't tick the "Start game enabled" make another script. This one an object script. It should look like this: scn <YOUR OTHER SCRIPT NAME HERE> begin onActivate player startquest <YOUR QUEST NAME HERE> activate end -Attach this to every door leading into the room. -If there is any way for the player to enter the room via script or spell, make sure to add this line to it: startquest <YOUR QUEST NAME HERE> -Make another script. Also an object script. It should look like this: scn <YOUR YET ANOTHER SCRIPT NAME HERE> begin onActivate player stopquest <YOUR QUEST NAME HERE> activate end -Attach this to every door leading out of the room. -If there is any way to leave the room via spell or script, make sure it has this line attached to it: stopquest <YOUR QUEST NAME HERE> Needless to say, if you can't follow this you should NOT be messing with complicated things like making Lovers mods. You can still try, if you like bashing your head against the wall. Speaking of performance, for maximum optimization you might as well tick the "No low level processing" checkbox on both the NPCs who will be eternally locked in the act. Thanks, but setting NPC's in first variant doesn't work. NPC's just stand still. Maybe i've done wrong?
Vaelorian Posted April 7, 2014 Posted April 7, 2014 The answer is already in the post above. Re-read, or use WappyOne's esp. If you must make the actors start the act without player involvement, add the token via script.
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