niston Posted December 18, 2021 Author Share Posted December 18, 2021 I gave up and simply used the SleepAndGuard template and then butchered that.When I added Sit to that last branch, it mysteriously had the find result (an object list, it appears) available as data input. It works. Somewhat.Bunch of NPCs teleport in, instead of walking there. Another bunch of NPCs never takes a seat and just stands around.It's generally extremely slow for them to find and take a seat. Link to comment Share on other sites More sharing options...
DieFeM Posted December 18, 2021 Share Posted December 18, 2021 :confused: Sleep doesn't take too much time, I guess you could test another search criteria, like keyword : FurnitureTypeRelaxation. Link to comment Share on other sites More sharing options...
niston Posted December 18, 2021 Author Share Posted December 18, 2021 @DieFem: I replaced Sleep with Sit. But I think I'll use the TravelThenSit, with furniture assigned by script. The AI is just absolutely terrible at doing this: While -after selecting "randomize list"- it works fine for most of them, I've got settlers running between the same two busy pews, settlers just standing around dumbfounded and never even trying to sit down anywhere, and settlers just standing outside the church, not even trying to get inside. Link to comment Share on other sites More sharing options...
niston Posted December 18, 2021 Author Share Posted December 18, 2021 Can't get the TravelThenSit to work at all. I reflink the settlers to the pews from script, for the Sit (see below), using Sit Target Single Ref / LinkedReference with keyword <the same keyword used to reflink settlers to pews>. The Travel uses the same parameters as it did previously (near linked ref, radius 500, keyword RELinkTravel). But all it does is: Exactly nothing. [12/18/2021 - 09:53:17PM] [CRP:ChurchSettlerBellQuestScript <CRP_WorkshopSummonedByConcordChurchBell (3D12312A)>]: DEBUG - Reflinking ([CompanionCrimeFactionHostilityScript < (00002F1F)>]) to pew ([ObjectReference < (3D105204)>])... [12/18/2021 - 09:53:17PM] [CRP:ChurchSettlerBellQuestScript <CRP_WorkshopSummonedByConcordChurchBell (3D12312A)>]: DEBUG - Adding ([CompanionCrimeFactionHostilityScript < (00002F1F)>]) to WorkshopNPCs Alias... Link to comment Share on other sites More sharing options...
LarannKiar Posted December 18, 2021 Share Posted December 18, 2021 Can't get the TravelThenSit to work at all. I reflink the settlers to the pews from script, for the Sit (see below), using Sit Target Single Ref / LinkedReference with keyword <the same keyword used to reflink settlers to pews>. The Travel uses the same parameters as it did previously (near linked ref, radius 500, keyword RELinkTravel). But all it does is: Exactly nothing. [12/18/2021 - 09:53:17PM] [CRP:ChurchSettlerBellQuestScript <CRP_WorkshopSummonedByConcordChurchBell (3D12312A)>]: DEBUG - Reflinking ([CompanionCrimeFactionHostilityScript < (00002F1F)>]) to pew ([ObjectReference < (3D105204)>])... [12/18/2021 - 09:53:17PM] [CRP:ChurchSettlerBellQuestScript <CRP_WorkshopSummonedByConcordChurchBell (3D12312A)>]: DEBUG - Adding ([CompanionCrimeFactionHostilityScript < (00002F1F)>]) to WorkshopNPCs Alias... Are these furnitures assignable workshop objects? Because workshop actors refuse to use WorkshopResourceObject furnitures if they're not assigned to them. This can be bypassed though.. Link to comment Share on other sites More sharing options...
niston Posted December 18, 2021 Author Share Posted December 18, 2021 The pews are not assignable, just normal furniture to sit in. Reporting success by hacking my existing package, so that it is essentially... travelthensit.Mysterious are the ways of the Todd. The AI still sucks tho. Seeing how hard it is for it to solve this problem of traversing navmesh towards a specific spot, the robot uprising will be postponed by two centuries, at least. Also, anyone remember how to move the enter/exit markers for interaction points (without moving the interaction point) ? Link to comment Share on other sites More sharing options...
pepperman35 Posted December 20, 2021 Share Posted December 20, 2021 Keeping an eye on this thread as I have incorporated a chapel into my current mod. I thought it would be cool to have an AI package(s) to emulate church activities. (i.e., send a pastor to a lectern and settlement occupants to the pews to listen to the sermon on a given day/time). Info in this thread will be useful when I get to implementing the concept. Link to comment Share on other sites More sharing options...
niston Posted December 20, 2021 Author Share Posted December 20, 2021 That's what I want to do.You can either call a Town Hall (got that to work), or you can assign a settler as pastor/priest, which will then give church service to settlers every Sunday morning.So, essentially the same as a Town Hall, but with the Pastor NPC reciting our father, giving blessings or whatever and perhaps some pipe organ music playing. Attend the service for a powerful perk. Link to comment Share on other sites More sharing options...
pepperman35 Posted December 21, 2021 Share Posted December 21, 2021 Very nice, stained glass windows and all. Nice implementation of the concept mate. Link to comment Share on other sites More sharing options...
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