McclaudEagle Posted February 18, 2011 Share Posted February 18, 2011 Hi. I want to create an AI Package that allows an NPC to move from one cell to the normal worldspace. For example, I want to make it so a Feral Ghoul will move from Goodsprings Gas Station to an area in the center of town from 12AM to 5AM. I looked at Trudy's AI Packages and thought I had some luck, but then I notice a problem. The problem was that AI Packages affect every single creatures/NPC using the same ID. Does anyone know how I can make this work? Thanks. Link to comment Share on other sites More sharing options...
luke1994 Posted February 18, 2011 Share Posted February 18, 2011 (edited) Hi. I want to create an AI Package that allows an NPC to move from one cell to the normal worldspace. For example, I want to make it so a Feral Ghoul will move from Goodsprings Gas Station to an area in the center of town from 12AM to 5AM. I looked at Trudy's AI Packages and thought I had some luck, but then I notice a problem. The problem was that AI Packages affect every single creatures/NPC using the same ID. Does anyone know how I can make this work? Thanks. Basicaly youve gotta create your own AI Package that contains the same info as Trudys, so to do that you go into your chosen NPC's AI Packages(Make sure you make a CUSTOM NPC, so just copy the one you want to use, because if you use the normal one you will mess up all Feral ghouls), create a New AI package, then chose.. i think its the 'Patrol' option in the top right combo box. Then you create markers where the ghoul neds to go, and then the rest should be straightforward as to setting up times, cell referances and such. Hope that helps. Edited February 18, 2011 by luke1994 Link to comment Share on other sites More sharing options...
McclaudEagle Posted February 18, 2011 Author Share Posted February 18, 2011 For the door transition, do I actually need an XMarkerHeading to be linked to the door marker or not? Link to comment Share on other sites More sharing options...
luke1994 Posted February 18, 2011 Share Posted February 18, 2011 For the door transition, do I actually need an XMarkerHeading to be linked to the door marker or not? if you need to go through a door then yes, but im not %100 on that Link to comment Share on other sites More sharing options...
McclaudEagle Posted February 18, 2011 Author Share Posted February 18, 2011 Something doesn't seem to be working. I've made a patrol of Idle Markers, and make two XMarker Headings for door transition. I've also set the Patrol to start from 12AM to 5AM, and Sandbox to 5AM to 12AM, yet he doesn't appear outside of the Gas Station. Link to comment Share on other sites More sharing options...
davidlallen Posted February 18, 2011 Share Posted February 18, 2011 I find it very frustrating to get packages working. Possible, but frustrating, and there are several different places you have to look. First, I recommend to create a simple three point patrol with no doors, and make sure your NPC can follow it. The NPC tutorial at geck.bethsoft.com describes the exact steps. Once you have that working, then you should add the sandbox package and the day/night schedule. Once you have *that* working, then add the door. Adding the door should not require anything extra; you just add a patrol point which is on the other side of the door. If the door is a normal one, with a yellow cubic door marker on each side, NPC's can use these without any special markers. Link to comment Share on other sites More sharing options...
llamaRCA Posted February 19, 2011 Share Posted February 19, 2011 Something doesn't seem to be working. I've made a patrol of Idle Markers, and make two XMarker Headings for door transition. I've also set the Patrol to start from 12AM to 5AM, and Sandbox to 5AM to 12AM, yet he doesn't appear outside of the Gas Station. Couple more things: 1. You don't have to do anything special about the doors. If he has a package that starts when he is in an interior and takes him to an exterior (or the other way) he'll go through them just fine. 2. You could try making him a quest object. He might not go anywhere unless you are in the same cell unless you make him one. This just needs to be done once for the mod. That's been my experience anyway; none of my NPCs would go anywhere if I wasn[t in the same cell until I did it. The command is: SetQuestObject ObjectID 1 3. What are you doing to trigger his starting on the patrol or sandboxing? Link to comment Share on other sites More sharing options...
McclaudEagle Posted February 19, 2011 Author Share Posted February 19, 2011 Would assigning a script for it to become a quest item work? And would making a Start Game enabled quest act as the trigger? Link to comment Share on other sites More sharing options...
b3w4r3 Posted February 19, 2011 Share Posted February 19, 2011 (edited) You probably will need to make sure no low level processing is unchecked. Otherwise it will only begin ai packages when you are in the same cell as he is. Another thing to consider is the order you have put packages into his ai window. Packages are evaluated from top down with the actor picking the first package that meets its conditions. Don't think you need a patrol package, just two travel packages with the times set, and must reach location checked. Then at the bottom have a sandbox or wander package (sandbox doesn't really work differently for a creature than a wander package) with current location checked and radius whatever you like. The wander package doesn't need any time specified as it will be active any time either of the travel packages have been completed. So that's 3 total packages, nothing else should be there. Edited February 19, 2011 by b3w4r3 Link to comment Share on other sites More sharing options...
McclaudEagle Posted February 19, 2011 Author Share Posted February 19, 2011 Ok, I'm making progress since making a script to turn him into a quest item. He comes out, but so far only once and even that required me to wait until 1:23 AM instead of 12AM. But yeah, he only came out once, not a second time. Here's what I've got: AI Packages DefaultSandboxEditorLocation512 Time: 5 Duration: 19 (5 representing 5AM and 19 representing 19 hours duration)DefaultPatrolCasual Time: 0 Duration: 5 (0 representing 12AM and 5 representing 5 hours duration) Script scn GSGasStationNightwalkerScript Begin GameMode SetQuestObject InfectedDeathbringerGSGas 1 End Link to comment Share on other sites More sharing options...
Recommended Posts