Deleted6874692User Posted July 16, 2017 Share Posted July 16, 2017 So, I have created a scene where an NPC is walking around in a room.I have X-Markers for him to walk on during different phases.I also have other X-Markers for him to look at while he's walking around talking, i.e. commenting things he's looking at (so that the scene makes sense from a design perspective). The problem is:The NPC tends to ignore what I've specificly ham-fisted him to look at.If the player is near, he'll ignore the X-Markers he's supposed to be looking at, i.e. looking awkwardly over the shoulder at the player while commenting on something he's clearly not even *noticed (from a design perspective).This is extremely annoying.I also have a dead_NPC in the room, which he is supposed to notice last.But if he walks near the dead_NPC he also ignores the X-Markers he's supposed to be looking at.Basically, he's looking at the dead_NPC while asking 'where is dead_NPC?' - then he turns around and says 'by the nine!'. The whole scene just ends up playing out like one big, confusing mishmash... He has packages without any unnecessary behavior, and they each switch with each phase.Like I said, I've tried to ham-fist his behavior to the extreme here. What he should be doing is very specific, yet he annoys me to the point of almost ramming my fist through my monitor at the moment xD It seems like something somewhere else is triggering this issue.Is there some sort of stupid scripting that overrides the NPC's focus whenever a player or another npc is near?-If so, why even include setting the npc head-tracking in the editor if some clever dev thought it'd be a good idea to ignore it as he saw fit.....Wait, scrap that previous line.-If so, how do I temporarily disable it? In short: The presence of both the player and the dead_NPC is interfering with specific instructions regarding head tracking in the scene.Any idea how to fix this? Thanks, and cheers! Link to comment Share on other sites More sharing options...
Deleted6874692User Posted July 16, 2017 Author Share Posted July 16, 2017 (edited) So I got rid of the X-Markers my NPC was supposed to look at and made references to objects in the room to test it out (baskets, an apple etc.)That didn't work at all either. It turns out that NPC's can only head track beings.I found that out by replacing all my X-Markers with goats. ... Not exactly what I had in mind for the scene. It looks even dumber now... It's not an option, just for testing purposes... Bah, geez!I'm running out of ideas here!Does anyone here know of a workaround?I'd rather not have to place a bunch of hack-job-inanimate goats out of boundaries just to have a believable scene xD Edited July 16, 2017 by Guest Link to comment Share on other sites More sharing options...
TheWormpie Posted July 17, 2017 Share Posted July 17, 2017 The functions SetLookAt(ObjectReference akTarget, bool abPathingLookAt = false) and ClearLookAt() should be a good alternative, I think. Link to comment Share on other sites More sharing options...
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