LegoManIAm94 Posted March 13, 2010 Share Posted March 13, 2010 I have a AI Package and it is the NPC only package that will make it so that they will trevel to a Xmarker Heading. But only during a specific quest stage. And they will sometimes just stand there. They have a script where they will resurrect after they die if that causes the problem. And it seems to be only effecting archers since I have this package for more than one NPC and there are more than one archer NPC in the game. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted March 14, 2010 Author Share Posted March 14, 2010 Anybody? :wallbash: I have tried fixing this for a day and I got nowhere. :wallbash: Please help. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted March 15, 2010 Author Share Posted March 15, 2010 Do archers have a AI problem when they are about to enter combat and when the next hour begins? I used the same package that is a travel and only the archers seem to stop. They do have ammo. But Why? Link to comment Share on other sites More sharing options...
David Brasher Posted March 15, 2010 Share Posted March 15, 2010 Usually it is good to have more than one AI package. The last one in the list is usually a really generic "wander near editor location" type of package. This is the package that takes effect when the conditions for no other packages are met. If a character has no package like this, he or she might end up impersonating a statue sometimes. My guess is that being an archer doesn't really have anything to do with your problems. If the game is functioning normally , all NPCs will ignore all their AI packages when in combat, so the change of the hour would go by unnoticed and with no effect. The game engine and NPC AI are really really buggy and unpredictable though. A variety of really strange things can happen, often on an intermittent basis. When modding NPC AI, I just try to get it so it works pretty well most of the time. I have found that it is impossible to get the actors behaving perfectly all the time. I try to eliminate really bad problems that could make gamers laugh at the mod or shake their heads in disgust, and definitely try to structure it so that AI problems can't break quests and stop all progress in playing a mod. Other than that, I end up coping with lots of intermittent NPC misbehavior. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted March 16, 2010 Author Share Posted March 16, 2010 Well you are right. The AI was never was perfect when I had it on Xbox. But close is better than not working at all. Here is a kudo point! :thumbsup: Link to comment Share on other sites More sharing options...
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