tehelderscrolls Posted August 11, 2009 Share Posted August 11, 2009 Hi, I'm not very good with AI packages but i get the basics. I tried making my own daily schedule but it turned out with a lot of problems so could someone tell me what i need to do to make the character...Sleep from 21:00 till 09:00,Eat from 09:00 till 10:00,Talk to other NPC's from 10:00 till 21:00 PLEASE could someone help me, Thanks in advance, ~~TES Link to comment Share on other sites More sharing options...
David Brasher Posted August 12, 2009 Share Posted August 12, 2009 Character AI packages are very weak and unreliable. We can be content and figure we are doing a good job if the character AI package works 80% of the time. (I think the triggers are really weak and low-priority.) The list reads from top to bottom. If there are two possible character AI packages a character is allowed to use at a particular time, the character tends to use only the first one, and never ever the second one. A time of day trigger works fairly well. If you give a package a trigger that functions at any and all times, the NPC might get stuck only doing that one activity. There may be time delays. If an NPC gets busy chatting, he may not do his 12:00 activity until 13:00. If he talks a really long time, he may skip his 12:00 activity and do his 14:00 activity. If monsters attack, he may throw out his schedule, and who knows what you find him doing. For what you are trying to do, you will need to create new AI packages. This is actually quite easy. Just rename a current package and when the computer asks you if you want to create a new form ID, say "Yes." Take aaaSleep20x8 and rename it. After you have a new package, within it's schedule, change time 20 to 21, and duration 8 to 10. For this package, you need an available bed in the room. If the bed is further away, see how aaaSleep23x10 has the location data and make it more like that, using any radius you like. Take aaaEat8x2 and rename it. In your new package, change the time to 9 and change the duration to 1. Your NPC needs food. If the house is not full of food, the NPC may wander off in search of food and start stealing. The guards might kill him. To make him never run out of food, put a food item in his inventory and change the quantity to -1. This is the code for infinite. He will never run out of food. There is no AI package for making NPCs talk to other NPCs. It occurs naturally. You just need to be sure your NPC is where there is someone to talk to and is not too busy with other AI packages at the time. Be sure the "Skip Fallout Behavior" box is not checked for the current package during the time your NPC is supposed to be socializing. I suggest that you rename some wander package such as aaaCreatureExterior 1500 and modify it. Get rid of the "Skip Fallout Behavior" Adjust the radius size and perhaps change the location to some place with lots of NPCs. You might specify a certain cell, make an Xmarker and use that in your location data, or set some object like a park bench to "persistant reference" and use that in the location data. Your character could eat and sleep at home, and chat with NPCs in the park or at the pub. Adjust the time from "any" to 10, and the duration from "none" to 11. When play-testing AI packages, the results are a bit unnatural when you use the wait function for the Player Character. After the black screen goes away, everyone will run around changing their AI packages to what they are supposed to be doing. They will be behind schedule and will start doing what they should have been doing since the start of the hour. This is still the most effective way to test AI Packages though. It just takes too long otherwise. AI packages are really cool when they work right. Link to comment Share on other sites More sharing options...
tehelderscrolls Posted August 12, 2009 Author Share Posted August 12, 2009 Thank you so much!!! :D you get my kudos :) Link to comment Share on other sites More sharing options...
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