Guss Posted March 11, 2007 Posted March 11, 2007 I am making the ablility to wait for my mod Your Personal Guards and I tryed the other people in the game like Martin, adoring fan, MS49Legion's..., other peoples mods, and etc... Everytime I try to make them wait it will not work, can someone PLEASE tell me how to make them wait. :happy: Here is my mod: http://www.tessource.net/files/file.php?id=8879
Vagrant0 Posted March 12, 2007 Posted March 12, 2007 It is likely a package issue. Are the NPCs you're using exclusive to your mod, or are you looking to make it compatable with any NPC?
21603 Posted March 13, 2007 Posted March 13, 2007 Making an NPC wait, follow, go home whatever, is part of dialogue. I think it's setup similar to a quest, but not quite. If no one else can give you an answer over the next few days I'll walk you through it step by step.
Guss Posted March 13, 2007 Author Posted March 13, 2007 Making an NPC wait, follow, go home whatever, is part of dialogue. I think it's setup similar to a quest, but not quite. If no one else can give you an answer over the next few days I'll walk you through it step by step. Ok, Making the NPC wait, follow, and etc... is done in the AI "under the NPC because I made them follow you but I can't make them wait."
Povuholo Posted March 13, 2007 Posted March 13, 2007 Ok, Making the NPC wait, follow, and etc... is done in the AI "under the NPC because I made them follow you but I can't make them wait."Yes it's done in the AI, but you'll have to activate the correct AI package through dialogue. You can do it in other ways, but through dialogue is the best.
21603 Posted March 13, 2007 Posted March 13, 2007 God damn bloody dialogue bugs. >:( To make your NPC wait you need to create a new AI... ah, thingy and change a few things. First the GetQuestVariable needs to be changed from your follow variable to your wait variable (so you would have Your Quest Name, Your Wait Variable) and set it's value to one, under location choose Near Current Location and for Package Type choose Travel. Since you've already succeeded in making the topic appear I'll assume you know how to handle the dialogue editor and can work the rest of the wait command out yourself. If not, I'll help further.
Vagrant0 Posted March 13, 2007 Posted March 13, 2007 Making an NPC wait, follow, go home whatever, is part of dialogue. I think it's setup similar to a quest, but not quite.Wrong on so many levels. You can add or activate packages using scripts. You don't need dialogue or even contact with the NPC to change their packages. The typical "wait" package would be a Travel To with Current Location set as the destination. The problem is that occasionally these can be disengagued if they're given through Addpackage via script or conversation. This is because addpackage adds packages only temporarily, and when the NPC is called to reevaluate their packages, or get reloaded, these are removed. Which brings me to the reason for my question. Since you probably want to have the NPC stay in one spot, and keep standing there until you tell them to move, you'll either need to add the package as part of their base AI, or do some creative scripting so that the wait command keeps getting refreshed. If the NPCs are exclusive to your mod, this can be done easier. If you're trying to do it using any NPC, this will need some understanding of scripting and general CS.
Abramul Posted March 13, 2007 Posted March 13, 2007 Does it work to create a named reference, move it by script to the NPC's location, and tell them to remain near that? (Is it necessary to use a specific type of object in order to prevent it from resetting when the cell it and the NPC are in reset?) Is it necessary to have a package that overrides all others?
Vagrant0 Posted March 14, 2007 Posted March 14, 2007 Does it work to create a named reference, move it by script to the NPC's location, and tell them to remain near that? (Is it necessary to use a specific type of object in order to prevent it from resetting when the cell it and the NPC are in reset?) Is it necessary to have a package that overrides all others?Essentially having them travel to current location is doing just that without having to move around the markers. The NPC gets the specific X,Y,Z of where they are, and keeps trying to go there. But having a specific marker set would get around the occasional things that can happen when the NPC enguages in battle, flees, or one of the pathgridding bugs. But regardless of the package added by an Addpackage function, that package may still be removed as it is only added to that specific instance of that NPC, and will be cleared when it is re-evaluated. While adding that package to the AI of the NPC in the CS gets around this, the package will always exist on that NPC or any copies of that NPC, and would still need a specific method of triggering it only when you want them to. It also can create conflicts if it is a default NPC being edited, or just simply not work if you are attempting to edit an NPC added by another mod. As you probably want to be able to use any NPC, and only have a specific instance of that NPC respond to a command, you're pretty much stuck adding packages via script, then reinforcing them somehow if they need to be maintained. As for having it override all others... While not necessary, it is advisable as when added the package is added to the top of the list and seen first, if the conditions for that package aren't true, it is simply removed. As far as I know, you can't add multiple packages at once, to be completed one after another, because of this. Only the last added package gets used, then the NPC returns to their standard routine.
21603 Posted March 14, 2007 Posted March 14, 2007 I can't be too wrong, I did it the same way Bethesda did it and it worked flawlessly and where in your infinite wisdom have you actually told Guss exactly how to make them wait? You've just ranted on about how Bethesda's way doesn't work. Guss go and have a look at the Dark Brotherhood whisperers quest, you'll eventually work out how to make people wait.
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