Kalizar Posted May 22, 2010 Share Posted May 22, 2010 Hey guys, it'd be great if a more experienced modder could help me with this problem. I've been making a pretty big mod, but ran into a brick wall where NPCs have a follow package set up and are SUPPOSED to follow me, and they do, but with a lil snag: They won't follow me outside of the worldspace in which they were created, or in other words, if I made a horde of zombies in the Market District of the Imperial City, they won't follow me into the Elven Gardens District--UNLESS I go through the watch tower interior cell that connects to it, and exit in the elven gardens. And fast travel doesn't work with them, they won't follow me that way, either. So my basic scenario is:Creature followers created by PlaceAtMeBasic follow packageThey won't transition from one worldspace to another, even if "Attacking" a npc (They'll attack someone, the guy they attacked will run to another Imperial City district, they won't actually BE in that district, then when you go back to where they started chasing the NPC, that's where they are)They will not fast travel with youI've had this same exact problem in Fallout 3 modding, and the only real thing that is similar is the follow package and the use of placeatme. <3's to anyone who helps solve my problem! Link to comment Share on other sites More sharing options...
GreatLucifer Posted May 22, 2010 Share Posted May 22, 2010 I'm doing the same thing, and it works just fine :lDid you remember to have the boxes *Must Reach Location && *Must Complete checked? Link to comment Share on other sites More sharing options...
Kalizar Posted May 22, 2010 Author Share Posted May 22, 2010 Don't have must reach location checked, but yeah, must complete. I'll check out the thing that I missed. If this works, I will feel so stupid, but thanks so much ^_^ Link to comment Share on other sites More sharing options...
Kalizar Posted May 22, 2010 Author Share Posted May 22, 2010 Not working :( thanks anyway... Got any ideas as to what might be causing this? Link to comment Share on other sites More sharing options...
GreatLucifer Posted May 22, 2010 Share Posted May 22, 2010 Hmmmm........ hmmmmm..... hmmmm..... Ok, harder than I tought. Most obvious is the persistent reference, but since you use placeatme that shouldn't be a problem. Only thing I can think of is making a simple mistake in the follow package (I don't mean something you don't know; just something you overlooked). Happens to all of us, and if that's not it, hope someone else will know. Only thing that bugged up my thing was faulty pathgrid editing. They got stuck where they were not supposed to, and stayed that way. Oh, and only the player can transport within the same cell, but you probably allready know this. Link to comment Share on other sites More sharing options...
Kalizar Posted May 22, 2010 Author Share Posted May 22, 2010 I don't see how I could have overlooked something in the package, seeing as I "New-Formed" the default mage-apprentice following package, only added "Must complete" and recently "Must reach location", plus "Allow falls", and only removing the condition from it. Link to comment Share on other sites More sharing options...
GreatLucifer Posted May 22, 2010 Share Posted May 22, 2010 Ah well, I tried. Can't (yet) think of anything else...Someone probably knows, so.... time to play the waiting game :P lol Link to comment Share on other sites More sharing options...
Kalizar Posted May 22, 2010 Author Share Posted May 22, 2010 Haha, sounds good at this point... Maybe I'll try 'n solve it in the morning, hopefully then I can actually fix it... Making a shambling army of zombies and skeletons that practically destroy the IC is fun, but not when they get stuck in one worldspace >.< Link to comment Share on other sites More sharing options...
Maigrets Posted May 22, 2010 Share Posted May 22, 2010 Using "placeatme" is going to cause you more problems than you need. For one it causes save game bloating so every time you create a horde of zombies or other creatures, or for that matter any item, they will add to the problem eventually making saves corrupt or otherwise unplayable. It can also cause the game to become unstable and crash more among other things.Creatures or items that are persistent references are never removed from the game, but if you were only going to use it once it probably wouldn't matter too much, but repeatedly using "placeatme" is a very bad idea. If you plan on releasing the mod you should look at other options, or even if it's a mod for your own use it's better not to use it. Your saves and game could be compromised beyond repair.http://cs.elderscrolls.com/constwiki/index.php/PlaceAtMe You would be better off using "moveto" and Xmarkers instead. Why not just make them summoned creatures? You could use this tutorial to do it which works very well and won't cause issues with bloating. They will also follow anywhere properly as long as the timer is active and hasn't run out. Then you can just summon them again at will anyway.http://cs.elderscrolls.com/constwiki/index.php/Scripting_Tutorial:_Summoned_Creatures You can summon multiple creatures at once by adapting the scripted spell (not the script). I did this with my Vampire Bats mod so I can summon 3 bats at once.Basically you add the script to the same spell for however many creatures you need to be summoned at once. Each version of the script must have a different ID corresponding to each creature. It may become unworkable for many creatures though depending on how many you want at once. Link to comment Share on other sites More sharing options...
Kalizar Posted May 22, 2010 Author Share Posted May 22, 2010 I know about all of that; but the thing I'm aiming at doing will ONLY work with the use of placeatme. I have one spell that adds "Body parts" from dead NPCs to my inventory, and another spell that reanimates those body parts to be a zombie. I know that placeatme can cause save bloating, exactly why I'll make a "Deletereference" block that will be aimed at deleting the NPCs a day after they died, and beside that maybe a deletereference block so your horde dies and is deleted after a (tweakable limit) week. But right now I'm just trying to solve this problem at hand that's been such a pain in the ass to my plans. Link to comment Share on other sites More sharing options...
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