sweetswisher Posted April 16, 2022 Author Share Posted April 16, 2022 (edited) Yes, the table top is navmeshed for it to walk on and to only go in certain areas of the table. Even did the test navmesh to verify it can be traversed by an NPC. The pet is and exact copy of the reddeath npc with name and skin changes. The AI it has is DefaultMasterPackage. I have done nothing to whatever behaviors it already had, it's way above my paygrade (and knowhow) to manipulate NPC's for specific things. But ingame, the Red Death just kinda wanders a bit in a tiny spot so I had hoped it would do so there too. It also never reacts to you when you approach it (at least not for me when I played the quest). Seemed like it would be a good fit. Edited April 16, 2022 by sweetswisher Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 17, 2022 Share Posted April 17, 2022 (edited) Ok this will need additional input. But I'm wondering if it's an axis issue. Since you mentioned that it's on a table. I'm wondering if that's causing the dramatic Y axis shift? Since the table increase height, without being part of the "terrain" ? Or can navmesh have faulty values for X Y and Z? Edited April 17, 2022 by StormWolf01 Link to comment Share on other sites More sharing options...
sweetswisher Posted April 17, 2022 Author Share Posted April 17, 2022 I tried moving it around to other places and found that it worked just fine. Only when I place it on the table does it do the levitating thing to the ceiling (except this time it catches on the overhead lamp occasionally and sticks there). And yes, I did shrink it even though it's smaller. It's at 60% now, but that didn't seem to matter when it was placed on the floor. I did a screencap showing the navmesh I placed on the table. The second cap shows the xmarkerheading I placed and linked so it would be in that spot. In all honesty I know nothing about NPC's, placing them, giving them routines, anything. I was out sick that day. Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 18, 2022 Share Posted April 18, 2022 Oh that is SO cute!! :wub: :wub: Pookie has his own little house, he's got a pool, some grass to munch on and hide in, and a feeding trough!! That is VERY cool work there SS!!Dude, now I want a mod that adds mini-pets like some of the MMORPG games have!! Except for settlements too! *cough* Ok, so back to it. Ok, so we've discovered that it is actually a Y axis problem. I can't say that I've ever worked with the nav-meshing, are the markers supposed to go all the way up like that? As for "routines" I know that most actors, there are animation triggers, in the forms of invisible mats that you can place down in an area, that will trigger the character to run through animations for a period of time. There are some that are actor specific, like the doghouse mats for dogmeat that makes him lie there inside the doghouse. I dunno if there are any for lurks tho, or how regular mats would affect them :( Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 18, 2022 Share Posted April 18, 2022 Maybe, think about posting about the problem over in the CK section of the boards. https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/I know that some of the much more experienced modders read through there quite a bit.And if we can't get it figured out for you from there, I'd give it a week or so, and I could post a link to your thread in the modders forums, to see if we could get you some help from there. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 18, 2022 Share Posted April 18, 2022 1. Ensure there is no navmesh under the enclose table.2. Add a playerally faction to the best Test If test fails, start again making no changes to the size or texture to the pet Test again Link to comment Share on other sites More sharing options...
pepperman35 Posted April 18, 2022 Share Posted April 18, 2022 (edited) Here is my quick and dirt implementation of pookie. coc PepsTestCell Edited April 18, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
sweetswisher Posted April 18, 2022 Author Share Posted April 18, 2022 I navmeshed everywhere I rearranged or placed new static items but I did go in and rechecked in case and it's clear under the table.Tried adding the playerally faction, but didn't change.Deleted reference, replaced with no size changes, etc. No change. After trying your test cell, seeing that it works I looked at it in Creation Kit and I noticed what you had under AI Packages. Then loading mine and looking it only has the DefaultMasterPatrol (I think that was the name). Yours didn't have that one so I thought I'd just take it out and leave nothing there and test it before adding in any patrol markers and mimic what you did. Works just fine now. Walk right up to the little bugger. Like I've said, I know NOTHING about NPC's so I didn't know what would happen if I just went in and removed something I don't know anything about yet so I had left whatever the Red Death had. But apparently something in that AI Package was oil to my water. Thanks to everyone for their advice and help on this, and the kids of Vault 81 are happy with their new class pet! (I actually went through 4 of them getting this right but they don't need to know it's really Pooky5) Link to comment Share on other sites More sharing options...
pepperman35 Posted April 19, 2022 Share Posted April 19, 2022 Great. Glad you got it sorted out. There is lots to learn to be sure and I continue to learn. Link to comment Share on other sites More sharing options...
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