Andyno Posted October 27, 2021 Share Posted October 27, 2021 I got a captive NPC that travels to specific XMarker after rescueing, but he doesn't want to use any idle markers nearby - he just stands there forever. Does anybody know what I'm missing?Thanks in advance. Link to comment Share on other sites More sharing options...
SKKmods Posted October 27, 2021 Share Posted October 27, 2021 What package is active when your travel package completes ? Probably does not include sandboxing to ensure they idle correctly. If not, either add sandboxing to your travel package or use a Travel & Sandbox template. Link to comment Share on other sites More sharing options...
Andyno Posted October 27, 2021 Author Share Posted October 27, 2021 That's a good question, because... I just don't know. The NPC has only 2 packages: TZCaptiveFleeToScrapyard, and GenericCaptiveSit. I think that GenericCaptiveSit ends when he's rescued, and TZCaptiveFleeToScrapyard ends after arrival at the XMarker.My Package is based on GenericCaptiveFlee where a NPC travels to DiamondCityCenterMarker. I just replaced this value for my TZScrapyardMarker. I though that after arrival the NPC will start to using one of the nearby Idle Markers within radius of 500.BTW, there's no Travel & Sandbox Template. Link to comment Share on other sites More sharing options...
SKKmods Posted October 27, 2021 Share Posted October 27, 2021 To find the active package you need to drop to the debug log, which this global script will do for you from the console (save, compile and put into scripts folder): ScriptName SKK_UtilityScript Function GetPackage(ObjectReference ThisRef) Global ; cgf "SKK_UtilityScript.GetPackage" REFID Actor ThisActor = ThisRef as Actor If (ThisActor != None) Debug.Trace("SKK_UtilityScript.GetPackage " + ThisActor + " " + ThisActor.GetActorBase() + " " + ThisActor.GetCurrentPackage() ) EndIf EndFunction Nearly all sandbox templates include a travel procedure to get the actor to the sandbox location. Link to comment Share on other sites More sharing options...
Andyno Posted October 27, 2021 Author Share Posted October 27, 2021 Nearly all sandbox templates include a travel procedure to get the actor to the sandbox location.It looks like GenericCaptiveFlee is not one of them. Please, can you be more specific? Link to comment Share on other sites More sharing options...
SKKmods Posted October 27, 2021 Share Posted October 27, 2021 That is because GenericCaptiveFlee does not include sandbox as a procedure. Create a new package and pick "sandbox" from the package template dropdown, you will see the procedures include Travel and Sandbox. Link to comment Share on other sites More sharing options...
Andyno Posted October 27, 2021 Author Share Posted October 27, 2021 (edited) That was it! I just replaced Travel Template by Sandbox Template, and now it works! He's acting a little bit weird though - he doesn't walk between the markers, he run. Well, at least he's using them... Thanks! :thumbsup: Now, I'd like to mention something similar:I got a vendor that should be using his bed at night, but he doesn't. He got these packages:DefaultSandboxEditorLocOwnedRefsOnlyDefaultSandboxInteriorUnlockDoorsContinueIfNearDefaultSandboxEditorLocation Some additional info:- he's in the interior- he's properly using NPCBarInvShopKeep markers which he owns, thus he's the only one who's using them- he also own the bed he should sleep in- he sells food from 8 to 18- he's the only one that has a key to backdoor I also tried to manually link him to bed with the DMP_SleepNight Keyword, but no difference. I have a suspicion that some of the Packages are not compatible between each other, but that's just a guess. Edited October 27, 2021 by Andyno Link to comment Share on other sites More sharing options...
SKKmods Posted October 27, 2021 Share Posted October 27, 2021 Have you set the day/night schedules on each of the packages ? Link to comment Share on other sites More sharing options...
Andyno Posted October 28, 2021 Author Share Posted October 28, 2021 All 3 packages have set all schedules to -Any- by default. Link to comment Share on other sites More sharing options...
pepperman35 Posted October 28, 2021 Share Posted October 28, 2021 Open up the AI package that you want to use and look under the various tabs for more information. For example, under the Flags tab you see a number of check boxes which control behavior. Under the schedule you will find timings. If all are set all the packages to any the AI won't know what to do, nor when to do it. If you set the times to correspond to the activity (i.e., sleep, work, and sandbox), Also, I always duplicate the package first, make my desired changes, and then assign the package to the NPC. Be sure to give the creation kit wiki articles a read as they are helpful. https://www.creationkit.com/index.php?title=Category:Packages Link to comment Share on other sites More sharing options...
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