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CK - How do I get an NPC to force a greeting onto the player?


davidx4

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I made a custom courier NPC placed randomly on Tamriel's worldspace. The courier's objective... Hunt down the player, interrupt the player's wait/sleep cycle (if needed), engage in a forced greeting, and deliver a message commencing a quest for the player, then the courier leaves. The result?... The courier successfully arrives at the player's location, but he does not interrupt the wait/sleep cycle and he does not engage in conversation. Instead, he simply stands around and follows the player.

 

Here are my packages, in order from top to bottom:

 

TravelToPlayer:

- Place To Travel; Loc: 'PlayerRef' in '(none)' radius 100.

- Ride horse if possible?: False

- Prefer preferred path?: False

 

SpeakToPlayer:

- ForceGreet Package Template

 

TravelBackToEditorLoc (So he hides from the player):

- Place to Travel; Loc: Near Editor location, radius 0.

- Ride horse if possible?: False

- Prefer preferred path?: False

 

I swear this was a lot easier in Oblivion. I followed Bethesda's Skyrim Packages Tutorial, but it doesn't do me any good, because they're not demonstrating how to use a hunt and greet package.

http://www.creationkit.com/Bethesda_Tutorial_Packages

Edited by davidx4
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As a test, to isolate whether it's a dialog issue, I had an NPC travel to the player's location and attempt to attack the player. Once again, the traveling part worked, but the combat did not, therefore I know dialog is not my problem. I think the issue is I don't understand how to tell an NPC to TARGET the player, even though I specified a target selector "player (0000007)"

 

I did find an indirect way of having him attack me: By making the NPC "very aggressive" with low disposition, but that's not really a proper solution to targeting.

Edited by davidx4
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Maybe my main issue is the procedure tree. Anyways, here's a screenshot of the force greet package. It's basically the default, so shame on Bethesda if it's broken by default:

 

http://www.davidjscott.com/misc/npcCourierSpeakToPlayer.png

 

 

And here's a screenshot of all the packages:

 

http://www.davidjscott.com/misc/npcCourier.png

 

 

It'd be cool if there was a mod out that accomplished a similar hunt and interact with player approach, but I have yet to find one.

Edited by davidx4
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In the package, it looks like two very important item conditions are showing INVALID. Here's how it should normally look:

 

 

http://img835.imageshack.us/img835/5094/itmcond.jpg

 

 

So it seems you're referencing the default ForceGreet package then. I guess I did something to mine that caused the INVALID tags. Oh well, regardless, even the default forceGreet package does not work. The courier arrives, but just shows up next to my character, but fails to initialize conversation. Oddly enough, my character is the one who has to start the conversation. Even after the conversation, the courier still follows me, which makes me wonder if the 1st TravelTo package is stuck in an infinite loop. I'll have to experiment more.

Edited by davidx4
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