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Joined: Sep 2017
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I'm trying to have a temporary party change. To make the user's character(s) temporarily disappear and give the user control over an NPC. I've got the NPC bit working alright, but the existing character(s) still remain in the party. I need to make any origin/companion character the user currently possess to disappear and be removed from party temporarily, to then return when the player is done playing as the NPC (temporary companion).

Any ideas how this can be achieved?

Joined: Oct 2017
Location: NH, USA
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Location: NH, USA
I just know of a dirty way I think works... TL;DR set the existing char offstage {using SetOnStage(_Char,0);}
when it's NPC time, set them onstage when it's over. It's a hacky way to do it but, it might just bandaid it to work for you :|


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Nah that won't work, as _Char doesn't have anything to go by. It doesn't know which origin/generic characters were set off stage when you do SetOnStage(_Char,1); later on. Thanks though.

I'm currently trying a few ways but... No luck. My hope here is that someone know how so I can save some headache from reinventing the wheel.

And I can't do a specific GUID on the SetOnStage either as it's an addon to the campaign, so whoever _Player is variable.

Joined: Sep 2017
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Alright, we solved it! Shout-out to to Windemere for putting our heads together and getting it right. Again, big thanks! smile
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old hand
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I think the secret was using Beast as the player character, he is the most experienced at sea. laugh


DOS2 Mods: Happily Emmie After and The Noisy Crypt

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Haha!! Right? Just needed a navy buff to bring us to the high seas.

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Well, I suppose the next step is to find a way to either make the movement reticle a bit smaller, or just zoom out a bit more / make the ship a nudge smaller. Or make the ship model smaller and then scale it up to trick the game and increase the movement speed....


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