viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 like i said, there is some value (i think it's priority, though i didn't work with AI packages, so i don't know the exact name) that sets which AI package to useit's like when you need to do something, but you find that you really really need to use the restroom, so your body tells you to go to the restroom first, then do whatever else you had to doso if you set the priority of your AI package to the highest level (or a really high level), it will overwrite the existing AI packages, and so your NPCs will go where you want them to like i said before, i didn't really work with AI packages, so i can't tell you how to manually do this in the GECKbut since i did help people with such things, and i have read about these things, i can help you with the theory behind what you are trying to doyou'll just have to find the way to implement it I have created new npc and there are no previous AI package. The only AI package right now is the one that triggers the dialogue. I tried adding a second but I still need to sort out how the game chooses which package to use. anyway thanks for the reply. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 17, 2011 Share Posted February 17, 2011 well, this page, and the pages linked in it, should have the answers that you needi can't read through them all to try and find the answer, but i am sure that if you give it some time, you'll figure it outthe instructions there are quite good if it still doesn't work, maybe you should try searching on google, it find you some good tutorials or advice Link to comment Share on other sites More sharing options...
viking99 Posted February 21, 2011 Author Share Posted February 21, 2011 Thanks for the assistance after some reading and thinking I got I to work and it was a lot easier than I thought it would be.I added an extra quest stage to the ongoing quest and a setStage in the resultscript of the topic. I added a second AI package. A travel package with an XMarkerHeading adding the flags must complete and continue if player is near. I added the conditions getQuestRunning and getStage and it worked perfectly. Link to comment Share on other sites More sharing options...
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