Antiscamp Posted December 16, 2010 Share Posted December 16, 2010 I've been on about this before. I've made several citizens in a town of mine but the problem is that none of them want to start their AI programs when they're supposed to. They just stay inside their houses until I enter them. Then the characters leave and start their programs. This is not how it was meant to be. I want the streets to be filled with life even if I just stand about and watch the day go by. I have deacitvated "No Low Level Processing" and I have tried placing them outside the houses and into the streets as a starting location too, but to no avail. Does anyone have any tips on how to actually get the people functioning correct? Link to comment Share on other sites More sharing options...
Antiscamp Posted December 17, 2010 Author Share Posted December 17, 2010 For some reason it seems to be on chance whether the AI wants to leave his house or not. I visited my town with the same save game and in one, the AI was working fine, while in the other one there was no action in the streets at all and the AI just wouldn't leave his bleedin' houses and the streets ended up being dead like a grave. So much fun to sit here and mod and put hours of work into it when it all seems to be on chance whether it works as intended or not. Geez. Link to comment Share on other sites More sharing options...
David Brasher Posted December 19, 2010 Share Posted December 19, 2010 When you put the check on the "No Low Level Processing" box it is sure to kill your AI when you are not watching. So for your NPCs with schedules and detailed AI, you do not want "No Low Level Processing" marked. In Oblivion parlance, "Low Level Processing" is persistent AI that works even when you are not in the same cell. So if you want to protect performance, you turn Low Level Processing off whenever possible. For actors that need to do things while you are not there, you turn it on. The game engine basically seems to be buggy as far as NPC AI. I too have witnessed it work or not work on a random basis. If it is really important that a certain actor do a certain thing, you should design your mod such that your character naturally enters the cell that NPC has its editor location in. For example, put the NPCs in the street rather than in their houses. If the game is glitching, they will not start following their AI packages until you enter the cell they are in. After this initial triggering, they will do what they are supposed to even when you are not watching and present. In some cases and with some storylines, you can use scripting to teleport an actor to the cell you are in when the conditions are right, and he or she will then start following his or her AI packages. Link to comment Share on other sites More sharing options...
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