

If this isn't checked, the quest will fail to update aliases when there are no living NPCs nearby. Fill type ''Find Matching Reference'' with ''In Loaded Area'' checked (because we don't need to attach our script to an NPC in solitude if the player is in whiterun), and ''Closest'' checked (because I'm making a combat mod, and therefore the closest NPCs are more important to actually get a script than NPCs further away).Īlso (VERY IMPORTANT!) check the ''Optional'' flag. Now we create our second Alias, (ALSO REFERENCE ALIAS) named CombatAliasNPC1. (THIS IS A REFERENCE ALIAS, NOT A LOCATION ALIAS) The first Quest alias for my testing was PlayerAlias, with as Fill Type ''specific reference'' (and then go to (any cell) and pick PlayerRef) and a Papyrus Script attached (I wanted the player to have a different script from all other actors). For testing I added 3 Quest Aliases, but for a final version this should probably be changed to 10 or 15 or something, depending on how many actors you want to support your functionality for in your mod. First we create AliasesQuest, with a priority 99, Start Game Enabled (not necessary but probably best) Requirements: 2 Quests, let's call them ''UpdateQuest'' and ''AliasesQuest''. This same procedure should also work for adding items, spells and factions because these fields are also available in quest aliases, but unfortunately there is no place in quest aliases to add perks.

Unfortunately, I still haven't found a way to get that to work, but using a method discussed in that thread (thanks to kuertee for his ideas!) I DID manage to dynamically add Papyrus scripts to all actors near the player (and they'll be remove again when the actors are dead, but that can be prevented as well if necessary). We were talking about how to add perks to all actors without the need to manually attach them to every single actor using the CK.
