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Force an NPC to stay in prison cell?


CritiMaze

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You cant do it normally. Hit the console key "~" and click on the cell door and type lock. The door will lock and the NPC will stay in there. You can also unlock the door by typing unlock.
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I've placed an NPC in a locked prison cell, how do I get the NPC to stay there and not wander out when I'm not around?

 

This issue is related to the AI packages they have. NPCs will try hard to do whatever they are supposed to do (sometimes they can even bypass locked doors to do it, don't ask me how :) ).

 

Not sure as I saw the post just now and never tried this before, but I think there are AI packages related to jail you can give them (or you can do your own).

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I've placed an NPC in a locked prison cell, how do I get the NPC to stay there and not wander out when I'm not around?

 

This issue is related to the AI packages they have. NPCs will try hard to do whatever they are supposed to do (sometimes they can even bypass locked doors to do it, don't ask me how :) ).

 

Not sure as I saw the post just now and never tried this before, but I think there are AI packages related to jail you can give them (or you can do your own).

Just wanted to add that this should only be done with a new NPC, and not someone who is added by another mod or is present in the vanilla game. Any packages you want to force onto an NPC should be done in the CS, and have conditions which are specific to where you want them to do this. Taking a package from an existing vanilla prisoner and giving it to a new NPC may only result in that NPC joining that prisoner in their cell, not staying in the cell you want them in. Trying to do this with an existing NPC in game won't have nearly as good of results, and may create other issues. By using a new NPC, you can get around any chance that some package other than the one you want will be used.

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I've placed an NPC in a locked prison cell, how do I get the NPC to stay there and not wander out when I'm not around?

 

This issue is related to the AI packages they have. NPCs will try hard to do whatever they are supposed to do (sometimes they can even bypass locked doors to do it, don't ask me how :) ).

 

Not sure as I saw the post just now and never tried this before, but I think there are AI packages related to jail you can give them (or you can do your own).

Just wanted to add that this should only be done with a new NPC, and not someone who is added by another mod or is present in the vanilla game. Any packages you want to force onto an NPC should be done in the CS, and have conditions which are specific to where you want them to do this. Taking a package from an existing vanilla prisoner and giving it to a new NPC may only result in that NPC joining that prisoner in their cell, not staying in the cell you want them in. Trying to do this with an existing NPC in game won't have nearly as good of results, and may create other issues. By using a new NPC, you can get around any chance that some package other than the one you want will be used.

 

hmm, my bad, I assumed he created the NPC using some other as template and so duplicating whatever package existed. Really didn't occurred to me he would take an existing NPC and move it to another place. Anyway the advise from Vagrant0 is correct, if exist, is to take a generic jail package, or even a generic wander one and creating the paths in the prison cell to limit the range of this wandering. Taking a package defined (designed) to another specific NPC is a very bad idea.

 

The best ever would be to create all the packages your NPC will use, of course, but not aways necessary, use your judgment in the case.

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I was having the same problem (And still don't know how to fix it)

I just added the 'Stay at editor loc' package and created a sleeping package myself, but instead of sleeping in the bed in the prison cell, the prison walks to the other prison cell and sleeps there. Lock doesn't matter.

 

Hey, that just got me on an idea - no low level processing might help here!

 

Eolath

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I ran into this problem a little while back. After trying different AI stuff the only working solution for me was to use 'moveto' with marker on the NPC upon the player entering the cell where the NPC is jailed. In my case this is dependant on specific quest stage but can be suited for most any condition. The cell was built into a really small cave niche and now that I think about it I wonder if pathgrid had anything to do with it which is something I may have not checked.
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