RolandRoberts Posted August 23, 2011 Share Posted August 23, 2011 (edited) Tried getting an answer on BS Forums but no luck getting a fix. THE PROBLEM: When attempting to set up an NPC practice ranged animation (package Use Item At with target of Weapons: Ranged), everything works OK for the NPC animation (draws bow back and releases as well as goes to pick up the arrows that should be at the target location) BUT the arrows actually appear (make their flight) at another location in the interior cell (about 2500 cell units away from the archer and originate near the 0,0 point of the interior cell). Unusual since if you first enter the cell during the two hour game time the archer is practicing at a hay target, the arrows appear normally and appear to be coming from the archer location. If you stay in that cell, the next game day (and subsequent game days) when the archer is supposed to be again shooting at the hay target, is when the problem occurs. The package is set up with a prior travel to an XMarkerHeading to face the hay target and that works fine. Also tried the Use Item At with a location of the XMarkerHeading. Have tried the Use Item Ranged both with the location set to the XMarkerHeading and using current location as the location. Doesn't matter, the arrows still appear in the wrong place except for when you enter the cell when the archer is supposed to be practicing. Yes, I do have the target data (hay target persistent reference) set up on the XMarkerHeading. Also, my NPC Ranged Spell animation only works if you enter the cell during the time it is running, staying in the cell for the subsequent day to watch it again will not work. The NPC either goes into a wait or acquire state (ai procedure 0 or 2). Additionally, this animation problem also affects my NPC training on the heavy bag (Use Item Target: Weapons: None). Works correctly only if you enter cell during time animation playing and will not work for subsequent days if you stay in cell (NPC enters a wait state - 0 code on ai procedure - and stays there during the animation period the second time around). In all cases NPCs will perform the next subsequent animation scheduled after these animations time runs out so only affects them during these three animation types. Tried a once-per-day flag and still have this problem. Don't know what else to try. Anybody have any ideas? EDIT: Probably should say that I use COC to enter this interior cell since I do not have the teleport marker into this interior set up yet if this matters. EDIT2: This mod being developed is the only mod running with Oblivion version 1.2.0416 AND the Unofficial Patch - started with a new game and the COC is performed AFTER exiting the Imperial Prison Sewers so no other mods could be the problem. Edited August 23, 2011 by RolandRoberts Link to comment Share on other sites More sharing options...
HeyYou Posted August 24, 2011 Share Posted August 24, 2011 Have a look at a couple of the fighters guild members in Chorrol. They regularly go out back for some archery practice. Link to comment Share on other sites More sharing options...
RolandRoberts Posted August 25, 2011 Author Share Posted August 25, 2011 (edited) Have a look at a couple of the fighters guild members in Chorrol. They regularly go out back for some archery practice.They are set up exactly the same as what I have. I have now even set up a test .esp to remove everything in the cell that is not Oblivion standard and tried to see if that helped but it didn't (did find a door that was linked to a package though when I deleted it?????? Wonder if that somehow was linked to my changing some interior doors to automatic doors - that didn't seem to work - and then changed them back). Even set up a trap door entrance outside the Prison exit to make sure that COC was not the problem and that didn't help either. One other unusual problem is that some NPC's don't unequip armor during certain packages (Eat/Use Item At) where the unequip armor package flag is set but they do unequip armor during their sleep package??? I am now beginning to wonder if some bit within the .esp is set wrong that isn't picked up by the TES4Edit or other checkers. I would hate to have to scrap this .esp and start over from scratch since this is a pretty large mod interior. Anybody got any ideas? ...... Pretty please ....... Edited August 25, 2011 by RolandRoberts Link to comment Share on other sites More sharing options...
RolandRoberts Posted August 26, 2011 Author Share Posted August 26, 2011 (edited) Since I have been able to view the NPC Archery and Heavy Bag Sparring glitch in Vanilla Oblivion, as well as able to determine situations that will not trigger the glitch in a test mod, I will be documenting this glitch for the Wiki Oblivion glitch page. It appears there is a problem with having certain multiple Use Item At "combat" packages used by a single NPC (Weapons Ranged, Spells Ranged and Weapons None target objects in combination or in conjunction with certain other ai packages). Edited September 26, 2011 by RolandRoberts Link to comment Share on other sites More sharing options...
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