gameraid01 Posted July 30, 2017 Share Posted July 30, 2017 I'm trying to revive an old mod "Commute" where certain npcs will travel to places outside their vanilla persist locations in monthly or weekly increments, for instance how Lilith Maiden-Loom will travel to Riften once a month (currently my "testing" package so this is the one I'm referring to in this article). For some reason though, she will simply ignore the packages I put on her and go about her daily routine. I've also tested this on Ennis from Rorikstead to the same effect, so it can't be npc specific.What I've done:Put packages on top of the order, so they are prioritizedTried both traveling to Riften and sandboxing in Riften packages and neither workCheck-marked "must complete"Tried testing w/ new game save to no availDisabled Persist location (although I'm not sure this is necessary)What could be the problem here? Any steps I'm missing? Link to comment Share on other sites More sharing options...
Sparky88101 Posted July 30, 2017 Share Posted July 30, 2017 For me some AI packages just don't work if you edit them while they are active in an NPC. If you remove it from the NPC, then edit it, then put it back in the NPC sometimes that fixes it. If not creating a new package that's identical then adding it to the NPC after you've completely finished editing it also works. Link to comment Share on other sites More sharing options...
foamyesque Posted July 30, 2017 Share Posted July 30, 2017 What do the travel packages actually look like? Link to comment Share on other sites More sharing options...
gameraid01 Posted July 30, 2017 Author Share Posted July 30, 2017 For me some AI packages just don't work if you edit them while they are active in an NPC. If you remove it from the NPC, then edit it, then put it back in the NPC sometimes that fixes it. If not creating a new package that's identical then adding it to the NPC after you've completely finished editing it also works.Nope :/ didn't work Link to comment Share on other sites More sharing options...
gameraid01 Posted August 1, 2017 Author Share Posted August 1, 2017 (edited) Figured it out... mod conflict... with immersive citizens... ugh. Anyone know of hidden scripts or packages that mod introduces that mine takes objection with? Edited August 1, 2017 by gameraid01 Link to comment Share on other sites More sharing options...
foamyesque Posted August 1, 2017 Share Posted August 1, 2017 (edited) Figured it out... mod conflict... with immersive citizens... ugh. Anyone know of hidden scripts or packages that mod introduces that mine takes objection with? No, but I would wager -- because it's the standard way to insert packages -- that it does so via quest alias. If you're editing the NPC's package stacks directly, IC's packages will take priority. In general you should put your packages in aliases and avoid editing NPCs directly. You can then edit your quest's priority higher than whatever IC's quests are, so that your packages win. Edited August 1, 2017 by foamyesque Link to comment Share on other sites More sharing options...
gameraid01 Posted August 4, 2017 Author Share Posted August 4, 2017 Figured it out... mod conflict... with immersive citizens... ugh. Anyone know of hidden scripts or packages that mod introduces that mine takes objection with? No, but I would wager -- because it's the standard way to insert packages -- that it does so via quest alias. If you're editing the NPC's package stacks directly, IC's packages will take priority. In general you should put your packages in aliases and avoid editing NPCs directly. You can then edit your quest's priority higher than whatever IC's quests are, so that your packages win. Put packages in quest aliases? I've only been modding for a few months now so I have no idea what that means or how to do that. Please explain. Link to comment Share on other sites More sharing options...
foamyesque Posted August 4, 2017 Share Posted August 4, 2017 (edited) Figured it out... mod conflict... with immersive citizens... ugh. Anyone know of hidden scripts or packages that mod introduces that mine takes objection with? No, but I would wager -- because it's the standard way to insert packages -- that it does so via quest alias. If you're editing the NPC's package stacks directly, IC's packages will take priority. In general you should put your packages in aliases and avoid editing NPCs directly. You can then edit your quest's priority higher than whatever IC's quests are, so that your packages win. Put packages in quest aliases? I've only been modding for a few months now so I have no idea what that means or how to do that. Please explain. Okay. Quest aliases are often the best way to make changes to NPCs; you can add them to factions, add keywords, add spells or inventory, add AI packages, and attach scripts, without having to edit the ActorBase records. That means you can avoid mod conflicts, since while only one mod can change the ActorBase at a time, actors can happily exist in multiple aliases at once. In the case of packages, any packages given through a quest alias will have priority over packages from the ActorBase, and in the case of multiple aliases adding them, are stacked based on their owning quest's priority number. To do this, create a new quest. Appease the CK by backing out, then reopen it and go to the Alias tab. Create a new alias (right click on the empty list), and set the fill type. For your use case, you probably want to choose "Unique Actor", then select whichever NPC you want to modify, such as Maiden-Loom. In the bottom right, there's a box titled "Alias Package Data". Add your packages there. You'll probably want to have the quest set to run on game start, but for testing purposes you can turn that off, then manually cycle the quest via the console's startquest and stopquest commands. When the quest starts the actor should re-evaluate its package stack, find the quest-added one, and begin processing it. Edited August 4, 2017 by foamyesque Link to comment Share on other sites More sharing options...
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