So the goal of this script is to spawn a quest-related NPC, Alric, inside a castle. He's not a lord, nor does he have a party or move around in the campaign map - he's supposed to be completely static. The script as it is now works, as in Alric actually spawns. Trouble is when another lord from his faction actually visits the castle, the game doesn't "acknowledge" Alric and spawns the lord on his position, causing him to despawn. I know an easy fix to this would be to just assign him an entry point that regular lords don't typically use, but I don't want poor Alric to spend the entire game facing a wall and I don't wanna get into scene editing. How do can I "trick" the game into thinking of my NPC as a lord and not spawn other visiting lords on top of him?
(assign, ":cur_pos", 16),
(try_begin),
(eq, ":castle_scene", "scn_castle_25_interior"),
(set_visitor, ":cur_pos", "trp_alric"),
(try_end),
(assign, ":cur_pos", 16),
(try_begin),
(eq, ":castle_scene", "scn_castle_25_interior"),
(set_visitor, ":cur_pos", "trp_alric"),
(try_end),