r4v3nh34rt Posted November 24, 2014 Share Posted November 24, 2014 (edited) I'll make it brief. The situation is the following: I have all the DLC's and the latest version of the game. Everything works fine in game etc. I've been working on this mod for the past two weeks , it's an esp. Never had a problem during testing / gaming / scripting (not the kind of "what the heck" problems anyway), until now. Basically, I have an actor placed (from geck) inside an empty interior cell which I'm using as a reference repository of a sort. For now, that npc is the only reference inside the cell. The actor is , of course, a persistent reference. Now, the problem I noticed concerns the AI package. Basically when I add it to my NPC , no matter what AI package I try, whenever I go to the BEGIN / END / CHANGE tab and write a correct, working script inside the On Begin block, such as ShowMessage somemessage , when I start the game the message pops up right before the main menu, during the intro slideshow (specifically before OBSIDIAN). This is true also for other functions whose effect I can notice visually, such as the NVSE/FOSE function "print ", which crashes the game which is to be expected if NVSE loads after the game starts ? Point is, why the heck does the On Begin block of the package get executed at the main menu? I'd also like to point out that tweaking the duration and start hour in the package schedule tab seems to get things to work normally only for certain values of duration and hour. Package conditions also seem to apply, as if I insert the condition that the package only runs when in the same cell as the player , I don't get any odd behavior at launch. It's almost as if the package gets loaded and run prematurely? and even its conditions are evaluated. I don't understand. Also, after I load a save game the package itself doesn't seem to get picked by the AI, while other packages are picked and run just fine by the actor. Removing all packages doesn't solve any of the issues.I tried creating a new mod from scratch, a simple esp with one npc , one package and a script in the On Begin block, thinking that maybe my esp got corrupted... but nope, I "fortunately" get the same results even with a brand new esp.As I mentioned, for certain values (NOT all of them) of duration and starting hour, the package doesn't behave weird at launch, however, leaving it set at "any" and duration "0" in the schedule tab ALWAYS results in this odd behavior. I also tried to run the game by moving the saves out of the directory, just because I was running out of options. I'm sorry if this has been brought up before, but I wasn't able to find anything anywhere. I do have the feeling I'm missing something big here though, so any clarification would be welcomed. PS: Again, I want to stress the fact that ANY package I create behaves like this , the reason why others don't it's because either they lack the on begin script, or they have a condition such as GetInSameCell etc. The esp masters are all the dlc esm's ans falloutnv Edited November 24, 2014 by r4v3nh34rt Link to comment Share on other sites More sharing options...
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