RoyBatterian Posted July 30, 2014 Share Posted July 30, 2014 I've been trying to fix a bug with 2 Ghoul NPC's for over a week now and I've exhausted every suggestion I can find. The NPC's in question are of race Ghoul, they use a simple guard package linked to an XMarker reference. It doesn't seem to matter what AI package they use they completely ignore it and do what they feel like doing. They also refuse to attack the player, they are set to a faction which has the player set as an enemy. One of the NPC's just runs out of the cell and goes who knows where... the second one just sits there doing nothing. I've tried setting different classes - using generic and created AI packages - different factions, both default ones and created ones - different AI Data settings - different alignments - and combinations there of. Nothing seems to affect the NPCs in any way at all and I'm completely confused. No scripts are modifying their behavior. I setup a quick quest with a greeting and a result script with startcombat player, and this also made no difference. Both of them belong to the same factions (one ally faction and one player enemy faction), both have aggression set to Very Aggressive, Confidence Foolhardy, Mood Angry, Assistance Helps friends and Allies. The strange thing is there is a 3rd Ghoul NPC who is nearly identical to these ones in a different cell who functions properly... If anyone has any idea about this, I'd be very grateful for your assistance. Link to comment Share on other sites More sharing options...
chucksteel Posted July 30, 2014 Share Posted July 30, 2014 Try toggling the master flag in FNVedit. I noticed while working on NVInteriors My custom NPC's wouldn't use there packages properly when the mod was still an .esp. Link to comment Share on other sites More sharing options...
Carnatics Posted July 30, 2014 Share Posted July 30, 2014 (edited) navmesh the cell !....no navmesh no ai package startup Edited July 30, 2014 by Carnatics Link to comment Share on other sites More sharing options...
chucksteel Posted July 31, 2014 Share Posted July 31, 2014 Roy knows better then to place NPC's in a cell without Navemesh! :tongue: Link to comment Share on other sites More sharing options...
RoyBatterian Posted July 31, 2014 Author Share Posted July 31, 2014 (edited) Chuck: OK, let me try that. Carnatics: The cells are completely navmeshed and all other NPC's work properly in them. :tongue: :EDIT: Nope making master didn't solve the problem. I'm going to try remaking them and copying the working one. :EDIT 2: If anyone else ever has this problem, A) Make sure you use a save from before the mod was loaded, or check from a new game. B) Check and make sure the "dead" flag is not set on the NPC in Edit.A combination of these things was causing the issues for me. Not sure how they got set to dead, I never set their health to 0 and they were not copied from dead NPC's ... very odd... Thanks GECK. Edited July 31, 2014 by RoyBatterian Link to comment Share on other sites More sharing options...
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