Jump to content

tkmoney01

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by tkmoney01

  1. thank you! this was really hard to find.. just to clean the process up a bit: put down an "xmarkerheading" and a "xmarker" also put your npc/actor into the world point the "xmarkerheading" to the position you want the npc to shoot/attack put the "xmarker" on the dummy/target model ---------------------------------------- in the base settings for the actor; go to inventory and give the npc a weapon and ammo if needed go to the ai package tab and select new in the main field give the new package an ID (top right) select either the "use weapon" or "use weapon already held" package template. the "use weapon" template includes more options like settings to tell the npc what and where to pick up an existing weapon outside of his/her inventory to use. under public package data set the following: weapon type: either ranged magic or meale use weapon location: select the "xmarkerheading" as the reference target to attack: select the "xmarker" as the refrence trigger ref: select the same "xmarker" as the refrence (if you leave this "self" the actor will just stand there) set the scheduled hit OK 3 times save and load up your cell. your npc should be attacking your target dummy now :)
  2. thank you this was very helpful. i used it to put a cloak from the cloaks mod onto some guards in my mod. good instructions!
  3. Good Morning! so im working on my first mod, its a splinter version of "domaine alucard" which I'm making more of a comprehensive player home/stronghold i guess. Ive replaced the necropolis (which, for me did not serve much of a purpose) with a faction barracks and armory. Ive pretty much finished the cell except for all the AI schedules i want to implement. Ive watched a bunch of tutorials and can figure out how to set up basic AI packages, patrols, etc. those i grasped relatively quickly once i saw them done. however, i am stuck on a couple items that i want to get implemented in the barracks. first item: Armory guard posts. i have six guards that rotate(pairs) in 3 guard shifts for the door to the armory. i created a new package using the "Guard Post" template. the actual guard procedure i did not need because this is basically and extended player home, so i just removed it from the new package. i set the travel procedure to send my guard to an isolated patrol marker by the armory door for 8 hours, and used the "wait location" value. i set him to idle with his arms crossed with 0 in the idle timer setting. boom that's done, and works great most of the time. i did run into an issue with sandbox as i had a default sandbox package set at the bottom of the package list which would consistently make the actor ignore the idle setting and not cross his arms until i walk up and talk to him.(got rid of that. these guards probably wont have time to sandbox) the main issue with my package is that the actor does not seem to go back to something else (like sandbox) after his 8 hour shift is over he just stands there until i wait with my character, then hes off doing whatever actors do with their sandbox time. the other thing i wanted to do with the door guard AI Package is after each guards shift is over, they lock the armory door. i tried adding a "LockDoors" procedure to the package but i don't think i am doing it correctly. i set the "LockDoors" procedure to "location" value then selected the door as a "near reference" in the "selected package data" options. i also ticked the box for "success completes package" in the door lock procedure. i set the owner of the door to be the npc faction i made, but its not working. the npc starts telling me i shouldn't be there when his shift starts. i can only guess that this is because i am actually telling him to lock the door to the cell and not the door that separates the armory from the hallway? second item: dummy training package i can not figure out how to get actors to do combat animations on dummies. i need a melee package and a ranged weapon package, so i can get them to train on dummies i have constructed, at certain times of the day. i am completely in the dark with this one and don't even know where to start/ if its possible. to cap all of this off i am not very proficient with scripting. i can look at a script and understand things like if statements, Boolean, and or statements but my education is limited in that area, so i don't know if i could accomplish much with papyrus. any input would be appreciated if you are more experienced with the CK! Thank You
  4. never mind! i figured it out. i changed those keywords to the "trigger" keyword and everything works fine. it also may have been from moving the plaque far from the wall saving then moving it back up close to a wall. also tried the rotation offset for racks displaying things upside down, it works! you don't have to offset them by much just so its not xx.0000 thanks for getting me on the right track with this thread i am grateful.
  5. flobalob am i doing this correctly? i too am getting weapons floating off to the side. i set the x,y,z rotations to 1, but its still happening. (attached screen shot sorry for the quality) my simple plaque worked fine its the combo plaques i cant seem to get down. when i link a reference from the activator to the trigger do i have to select the keyword that says "trigger" because i figured i could use the shield trigger keyword and such for this.
×
×
  • Create New...