nosdregamon Posted April 21, 2016 Posted April 21, 2016 I have various little quest-ideas (or let's say "curses") that should make my dragonborns live a little more interesting As an addition to the first companion/werwolf quest, there should be some complications, such as the PC having problems focusing and NPCs (Werewolves and/or canines) being unduly attracted to her. It works quite OK, so far (a high arousal causes escalating "Sexy Idles", the character begins to crawl and run on all fours if her arousal get's to high) and with my first Cloak-Spell the targeted NPCs get hornier so it's just a matter of time, before one of my installed mods fires up a sex scene. On top of this I'd like to make the NPCs stalk the PC, at least as long as we stay in the "current location" (I don't want to kite dozens of NPCs or so over the half continent). However, that's a troblem for tomorrow, today even the "stalking" part doesn't work. I tried to use "KeepOffsetFromActor" but that froze the NPCs in place: Scriptname whgBitchInHeatScentTrailScript extends activemagiceffect {is attached by Cloakspell} Import MiscUtil whoreGasmMainQuest Property whg Auto; Spell Property whgBitchInHeatScentTrailSpell Auto Actor Property PlayerRef Auto Faction property SLAFacAroused Auto Actor Property stalker Auto Location Property NPCStartLocation Auto Event OnEffectStart(Actor akTarget, Actor akCaster) stalker=akTarget; stalker.KeepOffsetFromActor(PlayerRef,0,0,20);afCatchUpRadius and afFollowRadius used with defaults ;NPCStartLocation=stalker.GetCurrentLocation(); RegisterForSingleUpdate(1.0); EndEvent Event OnUpdate() if playerRef.GetFactionRank(SLAFacAroused)<50; || NPCStartLocation != PlayerRef.GetCurrentLocation() ;Stop Stalking if no longer aroused or player has left the building Debug.Notification((stalker.GetBaseObject().GetName())+" lost interest.") stalker.removespell(whgBitchInHeatScentTrailSpell) Else PrintConsole((stalker.GetBaseObject().GetName())+", still stalking!") whg.manipulteArousal(stalker,5.0); RegisterForSingleUpdate(5.0); EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) stalker.ClearKeepOffsetFromActor() ;stalker.pathToReference(NPCStartLocation, 0.5) EndEvent Most likely using GetCurrentLocation wouldn't work anyways but it's not in use currently, either. Anybody got an idea, what better to use instead of "KeepOffsetFromActor"?
Guest Posted April 21, 2016 Posted April 21, 2016 You need to use a package to do that. The direct API call does very little, because it will be overridden immediately by what the current AI package of the actor tells the NPC to do.
nosdregamon Posted April 22, 2016 Author Posted April 22, 2016 There's some Merchant's allready pretty good at stalking, maybe I can take a few hints from that. Thanks for the pointer.
Guest Posted April 22, 2016 Posted April 22, 2016 I advise to create your own stalker package, and use the call ActorUtil.addPackageoverride(stalker, yourStalkerPackage) to avoid to lose it. Be sure to remove it when the magic effect is gone.
nosdregamon Posted April 22, 2016 Author Posted April 22, 2016 I wouldn't have found addPackageoverride in the CreationKit-Wiki and kinda skipped it in your awesome Papyrus-Guide, d' h! Thanks for your advice.
nosdregamon Posted April 22, 2016 Author Posted April 22, 2016 Close enough to solved. I think I can take it from here.
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