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Posted (edited)

[Accidentally posted this in a general forum ;-;]

I'm making a Playerhome mod and I'm at the tail end of it, there are a few details to consider:

  • There are 2 cells:
    • Main Playerhome Cell
    • Servant Quarters cell (Where NPCs sleep)
  • The beds within the servant quarters are owned by the individual NPCs
  • The cell (Servant Quarters) has no ownership, is neither a public place, nor off limits (flags)
  • only 1 NPC seems to be asking the player to leave despite having nearly identical AI-Packages (difference being where and when they do what)

I've looked all over for a solution to this but haven't found much. One post said to check the AI-Packages (for sleep - which usually during that time slot the problem occurs) to make sure they don't have flags for locking doors and warning before locking doors, having toggled both - the problem still persists.

Edited by SquanchMcBabyhands
Posted

That is not AI Package.   This very much has to do with faction and ownership.   

The dialogue in question (You need to Leave)  is in "DialogueGeneric" quest, Misc section, (TimeToGo) category.   

Take, for example, Severin Manor, which you get as reward if you complete 'Served Cold'.   In vanilla, that would mean that Tilisu and Mirri are both dead.   But there is a mod where you get an option to spare them.   If you do, they return to Severin Manor, and while you no longer get the (Trespass) dialogue options from the Combat section, they WILL still keep telling you to leave.   

This is because this cell has Owner Faction set to 'DLC2RRSeverinManorFaction', (04018425)which includes Mirri, Vendil and Tilisu.   If you add player to this faction as well (player.addfac 04018425 1), you are now member of the household, and neither Mirri nor Tilisu complain.   Likewise, if they are removed from this faction, they will not complain as well.  I think there are a number of other components as to what triggers the 'TimeToGo'  dialogue, potentially based on what an NPC owns within this space.   But having an ownership faction takes precedence.    

  • Thanks 1
Posted

so i just took a peek...

2 NPCs which are merchants have factions (as a result of them being merchants), however one of them does not because their role is more... implied? what i mean is i dont really need anything to happen but for this NPC to be here at this time and there at this time (they are effectively a housecarl they don't actually have functionality)

its strange that the one with no faction is taking ownership, i assume it has something to do with the fact they (this NPC included) own beds in that cell. theoretically if i give them all a faction that includes the player that would work?

 

[TESTING]

i found one called "Playerfaction0" and added it to their faction list - it worked! Thanks.

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