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Indefinitely Forcing A Package?

General mod discussion and requests.
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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Indefinitely Forcing A Package?

Post by FiftyTifty » Wed Mar 26, 2014 12:47 pm

Howdy y'all.


For a mod that I'm making, I'll be adding in a very barebones slavery system. One aspect of this is to add in packages, such as sandboxing.


The issue, is that if an NPC already has packages by default (such as Micky outside of Megaton), my package will not function; despite being the NPC's current package (evidenced by the command GetCurrentPackage).


Is there a way to force a package to be run indefinitely? I've found that if the NPC doesn't have any packages by default (such as the NPCs I'm using for testing; they're essentially blank slates), then it works absolutely dandy. I've tried using "evaulatepackage" in my relevant scripts to no avail.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The newer NVSEs have some

Post by Gribbleshnibit8 » Thu Mar 27, 2014 1:30 am

The newer NVSEs have some package related functions. For both getting and setting. If you wanted to deal with it, you could probably rip off the packages and store them in an array, then replace them. However, the game already sort of does this with the mesmetron, so maybe look at how that's handled?



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