AfroAttack Posted September 20, 2015 Share Posted September 20, 2015 So, NPC that I made travels from riverwood to emershard mine. If I follow the NPC, it will attack and kill what is in its way (though if it gets to embershard mine, it will swing at the gaurd thats standing at the entrance.) If I don't follow the NPC, and I go to embershard mine, the path where he was supposed to kill the ambient animals (the wolves / other things that spawn near embershard mine thats in the vanilla game) and the gaurd at embershard mine is still there like my NPC never came through.I will also find him deep in the dungeon without having killed anyone in the dungeon.I'm thinking that maybe its the way I have my AI package set up but I'm not sure :/I want my NPC to be able to go to the dungeon, attack things on the way and when he gets to the dungeon leave evidence that he's fought (bodies on the floor) Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 20, 2015 Share Posted September 20, 2015 You probably find that the cell that your NPC is traveling to is not loaded. Think of it like the old saying... If a tree falls in the woods and nobody's there does it still make a noise. When you NPC wanders on his way and the cells aren't loaded then you will probably find that normal loaded cell AI is not applied like when you are in the cell and it's loaded.More then likely your NPC may travel there, but until you get there that's when things start firing. So for example the 3 wolves that are on the path between Embershard Mine and Riverwood, they are only tripped off when the cell is loaded. If the game processed every NPC AI Package and loaded any cells and creatures that a NPC passes through while you are on the other side of the map or in a another land even (eg: Solstien or Dawngaurd) the game engine would grind to a halt.You have to look at the game engine is based around the player and where the player is in the game world. Link to comment Share on other sites More sharing options...
EnokStenhuggare Posted September 20, 2015 Share Posted September 20, 2015 (edited) The answer above sums it up pretty much. Process every bit of data in a game world this large isn't gonna happen any day soon I'm afraid. I myself haven't written a line of papyrus at all so all I can do is give you a general perspective and the first idea that comes to my mind(in terms of development in general). You have to understand that once the NPC gets far enough from you, the only data that is being processed about that specific NPC is its position. See, there's no point in calculating collisions and that sort of things when you're not around the area.I can't say if it'll work due to creation kit limitations and what not, but what you'd want to do in this scenario(if it is at all possible), is to possibly attach a script to the NPC that scans its surroundings for other NPC's, get information about these NPC's such as level, skills and stuff like that, then perhaps calculate the chance of your NPC to survive that encounter. Well, this is the first idea that pops up in my head atleast. If it can be done that'd be pretty sweet. Edited September 20, 2015 by EnokStenhuggare Link to comment Share on other sites More sharing options...
AfroAttack Posted September 20, 2015 Author Share Posted September 20, 2015 Still, alot of NPC's do this with the base vanilla game. If the traveling bard travels a road and I run up to him while not hearing him fightand not being in range of himIf he goes by that cell, and dead wolves are there because he was in combat. This functionality has been in the game since Fallout 3, give Mr Harkens (one of the traveling merchants) a fat man then fast travel to megaton. I garuntee you in 30-1hr of playtime you will get a message saying "Lucky Harness has died."This, is due tot he fact that the characters are all moving somewhat real time, and encounters happen without player presence. The Take a Trip and Immersive Citizens mod do this well enough with out scripts (I think Take a Trip is the only one that does this without scripts.)I want to see if its doable without before I try to dive in with scripts. Link to comment Share on other sites More sharing options...
AfroAttack Posted September 20, 2015 Author Share Posted September 20, 2015 Still, a lot of NPC's do this with the base vanilla game. If the traveling bard travels a road and I run up to him while not hearing him fightand not being in range of himIf he goes by that cell, and dead wolves are there because he was in combat. This functionality has been in the game since Fallout 3, give Mr Harkens (one of the traveling merchants) a fat man then fast travel to megaton. I garuntee you in 30-1hr of playtime you will get a message saying "Lucky Harness has died."This, is due tot he fact that the characters are all moving somewhat real time, and encounters happen without player presence. The Take a Trip and Immersive Citizens mod do this well enough with out scripts (I think Take a Trip is the only one that does this without scripts.)I want to see if its doable without before I try to dive in with scripts. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 20, 2015 Share Posted September 20, 2015 (edited) The examples of vanilla you give are the same thing.It's fired by event on Location change when you change location, not when the NPC changes location.Just because you can't hear a NPC does not mean the a cell isn't loaded or attachedGoing by your example I see hundreds of times that the exact same thing happens.eg: Chance encounters with hunters, bandits, thalmer, old orc, creatures of mixed combinations... etcYou arrive there and there is already dead bodies.Most of these are set up with a quest and alias slots that are filled on the fly based on criteria with a location and actors that will be involved in the chance encounter.Have a look look through SM Event Node in the CK and track some of those radiant quests it fires.Look in the quests under alias tab, check out any packages stacked on the aliases dissect things and you'll see how it's done. Edited September 20, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
AfroAttack Posted September 27, 2015 Author Share Posted September 27, 2015 This helps tremendously, thanks!Though, this actually means I might have to go in a different route with what I'm doing with this mod :/... Link to comment Share on other sites More sharing options...
TheFirstEnD Posted September 27, 2015 Share Posted September 27, 2015 (edited) On 9/20/2015 at 8:07 PM, AfroAttack said: Going by your example I see hundreds of times that the exact same thing happens.eg: Chance encounters with hunters, bandits, thalmer, old orc, creatures of mixed combinations... etc You arrive there and there is already dead bodies.Most of these are set up with a quest and alias slots that are filled on the fly based on criteria with a location and actors that will be involved in the chance encounter. False, if you talk about WE randoms encounters. If there are already dead bodies, it's because :- You play with a higher ugrids (7 or 9 maybe 11) so the map loaded is higher, so the event is loaded early, and the time you arrive, the battle is already finished or nearly- Or/and you're moved nearby an event without knowing it and you missed the fight And some events have already scripted dead npcs like the old orc and Sabre Cats or bandits who wear armors of killed imperial soldiers Edited September 27, 2015 by TheFirstEnD Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted September 27, 2015 Share Posted September 27, 2015 (edited) On 9/27/2015 at 12:28 PM, TheFirstEnD said: On 9/20/2015 at 8:07 PM, AfroAttack said: Going by your example I see hundreds of times that the exact same thing happens.eg: Chance encounters with hunters, bandits, thalmer, old orc, creatures of mixed combinations... etc You arrive there and there is already dead bodies.Most of these are set up with a quest and alias slots that are filled on the fly based on criteria with a location and actors that will be involved in the chance encounter. False, if you talk about WE randoms encounters. If there are already dead bodies, it's because :- You play with a higher ugrids (7 or 9 maybe 11) so the map loaded is higher, so the event is loaded early, and the time you arrive, the battle is already finished or nearly- Or/and you're moved nearby an event without knowing it and you missed the fight And some events have already scripted dead npcs like the old orc and Sabre Cats or bandits who wear armors of killed imperial soldiers Why don't you quote the right person with the full quote, talk about selective quoting to give yourself context..You seem to have skipped this part: It's fired by event on Location change when you change location, not when the NPC changes location. (= TRUE)Just because you can't hear a NPC does not mean the a cell isn't loaded or attached PS: I've never played with UGRIDs ever always left default. Edited September 27, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
TheFirstEnD Posted September 27, 2015 Share Posted September 27, 2015 ok i understand what you mean Link to comment Share on other sites More sharing options...
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