Alrighty I'm delving into the world of NPCs. And it seems as clumsy as some as the creation kit can be. Nothing compares to Actors.
What I want to achieve is a Gen 2 synth who can do one job, guard as part of a settlement.
Heres the steps I have taken so far.
- Copied EncWorkshopNPCFarmer01Template by renaming it to my NPC Synth
- changed the race, skin and voice of the copy to gen 2 synth
- copied WorkshopNPC and changed its template to the above template
- reduced the factions down to SynthFaction (for dialogue?) and WorkshopNPCFaction
this was enough for my first test. So I jump in game, spawn one in and tell it to go stand at a guard post. Nada. Rather they are assigned but they won't do.. guard.. stuff. they don't start patrolling or standing at posts. defense goes up. its says its assigned but. It just stands there forever.
The worst part about it? I have no clue where to look next. I couldn't even begin to understand why my gen 2 synth won't react.
My only thought is it has to do with the fact that its Gen2Synth race instead of Human or Ghoul, but. thats not turning up anything either.
Progress! I got the synth to stand at the guard post.
The bad news is that it seems that you have to tag each piece of furniture you want the synth to be able to use with the keyword AnimSynthCanUse
when I look at the use info of the keyword it only brings up furniture that the synth can use. But not apparently what ever is at the root of why you need that distinction.
Does anyone know what the root of AnimSynthCanUse is? and why do synths need it and not ghouls?