gargamelNINE Posted October 9, 2022 Share Posted October 9, 2022 So I'm trying to create an AI package template for NPC's to hit the PC with a melee weapon without starting combat, forcing the PC to walk after the NPC towards a destination (for VR purposes, as an alternative to AI controls, which don't really work in VR – though I'm making and testing this in SE). When the PC lets the NPC walk too far away, the NPC returns, speaks a prompt, and gives the PC a few whacks, then resumes the journey.It works all fine but for one key detail. The NPC never draws the weapon assigned to the "UseWeapon" procedure, and never actually whacks the player. The prompt does get spoken, though. The weapon is in the NPCs inventory (though I think that isn't really necessary), and I had them even force-equip it. But even that doesn't solve the issue. The target to attack is set to Playeref (I tried a player alias, through a quest, too). Nothing works. I use the volley method, repeat fire is disabled. Volley values and times are all populated. I can't figure out what I am missing.Any suggestions, ideas?Thanks! Link to comment Share on other sites More sharing options...
gargamelNINE Posted October 11, 2022 Author Share Posted October 11, 2022 Solved! The issue was with the weapon I was using. A custom duplicate of a vanilla one, with a custom magic effect. I don't know what about it broke the procedure, but if you're having the same issue, try changing up the weapon. Link to comment Share on other sites More sharing options...
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