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[LE] Two more problems...but small.


wilwhitt56

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Having two problems that I cant seem to fix:

1. One of my NPC's for the manor refuses to listen to the Ai Package I gave him. Even though it's done correctly, he won't move to the designated location given. I have over 30 Npc's doing exactly what their packages tell them to do, but he won't. Always a black sheep, huh? I even tried making new NPC's, but the wont move either. IDK whats going on.

 

2.I'm trying to this thing with a couple of merchants where some of the stuff sitting around the room can be bought using Ownership. It kinda works with the barkeep, but doesn't at all with the alchemist.

1.1-Some of the barkeeps drinks can be bought, but some can't, like DLC drinks from Dragonborn DLC. I have them marked for the Barkeep faction.

1.2 Same goes for Alchemist, but he wont sell any of them.

 

EDIT: Could deleting the Ai packages connected to the NPC fix the problem?

Edited by wilwhitt56
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Does he need to travel through a load door to get to that location? Have you checked the navmesh at his starting location and ending location? Do all load doors have green triangles at their entrances and exits? Try having him go somewhere in the starting cell. If that works change the target to just outside the door. If those works it's probably a navmesh problem somewhere in the route. If they don't work it might be a package problem. If there are multiple packages it might be a package order or schedule problem.

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Does he need to travel through a load door to get to that location? Have you checked the navmesh at his starting location and ending location? Do all load doors have green triangles at their entrances and exits? Try having him go somewhere in the starting cell. If that works change the target to just outside the door. If those works it's probably a navmesh problem somewhere in the route. If they don't work it might be a package problem. If there are multiple packages it might be a package order or schedule problem.

The navmeshes work fine, otherwise the guard that goes to the same location wouldnt work. All doorway triangles are green, so were good there. Might be the packages. Gonna delete them and make a fresh one, try it out when I get home.

Edited by wilwhitt56
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Does he need to travel through a load door to get to that location? Have you checked the navmesh at his starting location and ending location? Do all load doors have green triangles at their entrances and exits? Try having him go somewhere in the starting cell. If that works change the target to just outside the door. If those works it's probably a navmesh problem somewhere in the route. If they don't work it might be a package problem. If there are multiple packages it might be a package order or schedule problem.

The navmeshes work fine, otherwise the guard that goes to the same location wouldnt work. All doorway triangles are green, so were good there. Might be the packages. Gonna delete them and make a fresh one, try it out when I get home.

 

I figured it out, and it's the dumbest thing ever. One. Single. Navmesh point. That's what was causing him not to go to the location designated. Anyways, that's all done. Anyone know how to fix the other thing I'm having trouble with?

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Have you watched this video by Darkfox127 Creation Kit Tutorial Create a Merchant (Revisited) - YouTube

yeah, that's what i used to make the merchants. For the barkeep over half the bottles of drinks work, but then the others won't. I didn't do anything different about them. The drinks in question( for both the ALCH and the Barkeep) are potions and poisons, Shein and ANY kind of mead. I have like, four different kinds of mead and they won't show up in his inventory.

Edited by wilwhitt56
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Merchants won't sell anything that isn't in specified leveled lists even if it is in their inventory. You wouldn't get a smith selling you his clothes or food that is in his inventory. That might be the problem.

 

A way around it might be turning ingredients into activators with a prompt "take" whatever. After doing so the activator is disabled and the ingredient is added to the player and a registerforsingleupdate is set for 24 hours. On update 24 hrs. later the activator is enabled again. If you changed the prompt to "buy" and after adding the potion removed some money from the player, it might work. The money wouldn't change with your speech however it would always be the same price. Oh, for the update to work you need to leave for 24 hours but you're not going to be hanging around in a store anyway.

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