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Problem with Geck - AI Package Patrol when NPC unequip weapon


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First of all, I'm new to forums, this is my first post and I don't know if this is the right place to ask for help about the glitch I'm having involving AI Package in GECK for Fallout 3. Please let me know if this is the wrong place to do.

So, here's the deal... I'm making a mod which is a new land called Megido City - http://www.nexusmods.com/fallout3/mods/21250/ - and right now I'm messing around trying to understand how AI Packages work. For matter of practicing I've made something quite simple. I've set up packages for a NPC who is protecting an area:

 

The first AI package is a Patrol with weapon drawn. She walks through xmarks and Idles with no problem whatsoever. The other three packages for this NPC are sandbox, sleep, eat and pushups - and of course, none of them requires weapon drawn. The daily schedule is set and working properly.

The glitch relies when the NPC unequip the weapon when changing from one package to another (for instance patrol pack to sleep pack). Whenever the NPC unequips it, instead of going normally on the back, the gun clips through the body pointing up beside the neck/inside the body clipping through the left shoulder. In this particular case I'm using a two hand automatic weapon. if I caught the NPC running patrol package and then observe its AI acting, the weapon will remain glitched until patrol package runs again, where the weapon draws again. it's kind of annoying and break immerse.

 

any thoughts?

 

I've attached the image for illustrate purpuse.

 

 

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I have had this happen to me when using a pose pack while making screen shots. I have found that if you have the NPC unequip the weapon, not holster it, that doesn't happen. There is a mod "Brisa Almodovar", where she will unequip her weapon when she goes into her sandbox mode. You could check it out and see what scripts you need.

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thanks!

 

I'll check and see if I can work this out.

ps:
I forgot to mention there's a box to tick and untick the option 'unequip' when making a custom package. I tried both ways and happened the same glitch... I don't see the difference between them. if the NPC are to move to another package, if it is ticked he is forced to unequip. if it's unticked he will unequip anyway. The GECK also allows ticking both unequip and weapon drawn option, which is a paradoxal. Perhaps when both ticked are scripting related.

 

EDIT:

 

I found what causes this glitch. If the patrol package ceases when the NPC is acting in a certain idle mark (e.g. looking around with weapon drawn), the game reads both - 'Idle Mark' and 'unequip weapon of the next package'. Then the weapon glitches inside the body. To avoid this glitch I've set a travel package with no Idle animation and weapon drawn ticked. So the NPC goes to the xmarker with ref, stay there for an hour with no animation THEN he unequip the weapon normally.

 

There should be a simple script for this, but i'm no good at scripting right now - maybe when setting quests for my mod I shall find a good solution.

Edited by Guest
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