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New modder, stuck


Zephyyr

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I'm working on an underground dungeon mod that adds a door to the basement of the Bruma House for Sale. I've successfully done it, and all the rooms are in working order. I'm just having a couple small problems that I was hoping someone here would have some insight on.

 

First, I have placed two NPCs in a locked cell in a small underground house. (Cell is just a middle-class Bruma house with minor adjustments and the addition of a prison cell.) They work just find in the editor, but they almost never are there in the game. I've gotten rid of all AI that would cause them to wander, but I just can't get them to stay put. Sometimes I see one of them in the hallway leading to this underground room, but mostly they're nowhere to be seen.

 

The second is just something I was wondering about. Would it be possible to have the chains (like the ones in the IC prison at the beginning of the game) actually attached to the NPCs wrists, and if so, what would accomplish this? I'm not looking for a walkthrough as to how to do this, just to be pointed in the right direction so I can find the appropriate tutorial. (And, also, if it's possible at all. I kind of suspect it isn't, but there's no harm in asking.)

 

Thanks in advance.

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First, I have placed two NPCs in a locked cell in a small underground house. (Cell is just a middle-class Bruma house with minor adjustments and the addition of a prison cell.) They work just find in the editor, but they almost never are there in the game. I've gotten rid of all AI that would cause them to wander, but I just can't get them to stay put. Sometimes I see one of them in the hallway leading to this underground room, but mostly they're nowhere to be seen.

Go to characters-> Packages and find aaaDefaultStayAtEditorLocation. Open the A.I. window of the npc's and drag this package into their A.I. package list. This should make npc's stay at the exact location you placed them in the Construction Set. If they are attacked by a monster they will still run to it and kill it, but afterwards they will walk back to their original position.

The second is just something I was wondering about. Would it be possible to have the chains (like the ones in the IC prison at the beginning of the game) actually attached to the NPCs wrists, and if so, what would accomplish this? I'm not looking for a walkthrough as to how to do this, just to be pointed in the right direction so I can find the appropriate tutorial. (And, also, if it's possible at all. I kind of suspect it isn't, but there's no harm in asking.)

I don't think this is possible. If it is, it would be very difficult.

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have you placed a pathgrid in you dungeon? maybe that is the problem, allthough i dont know what npc do without a pathgrid. But if you placed a pathgrid which is clipping with the walls, the can just walk out the chamber into the walls
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Go to characters-> Packages and find aaaDefaultStayAtEditorLocation. Open the A.I. window of the npc's and drag this package into their A.I. package list. This should make npc's stay at the exact location you placed them in the Construction Set. If they are attacked by a monster they will still run to it and kill it, but afterwards they will walk back to their original position.

 

Awesome, thanks. Worked like a charm.

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Qoute:"Povuholo:

I don't think this is possible. If it is, it would be very difficult."

 

Although it is possible he is very much correct there. Alot of people have asked for this very same thing for the Imperial City Chains. Although it is very possible, re-creating the meshs for it as well as incorperating the Ai of the npcs to work with it would take on a modder with more than just simple modding skills. The closes you could have is to have placed those items within the cell that you want it in, and creating the illusion that that is what they are going to be used for. In the event that they do, props to who ever makes it.

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