user826 Posted August 6, 2017 Share Posted August 6, 2017 (edited) I'm currently working on a mod that adds a small team of four custom NPCs that I want the player to only be able to hire together as a group. So far, I've successfully managed to make it so that the player can only hire the team by talking to the commanding officer, and if you try to hire the other three individually, they tell you to talk to the guy in charge. I've also managed to get them to all follow me together. However, I'm experiencing a weird issue whenever I tell them to wait. I've made it such that the hire, fire and wait commands have to be done through the commanding officer, and affect the entire group. So, I talk to the CO and click "Wait" on the companion wheel. The commanding officer will then wait where I tell him to but as soon as I do so, the other three run off back to their spawn point. Then, when I tell the commanding officer "Let's go," the other three exit the building and come running back to us. Anyone know why? In each of their AI packages, I have it set for them to wait near a specific reference (that reference being themselves) with a maximum wander radius of 256, but these three subordinates are running a lot farther than that every time I tell the team to wait. I also tried setting the packages for the three subordinates to tell them to wait near the commanding officer's reference, but the same thing happened and I can't figure out why! I have it set up so that the quest dialogue result script updates all four NPCs' packages at the same time (instead of just one, like the tutorials I'm following) but I don't see why that should cause this issue. Any help would be appreciated! EDIT: I figured it out! I accidentally left the Guard Location on the three subordinates' Wait packages set to "Near Editor Location" instead of "Near Current Location" Edited August 6, 2017 by user826 Link to comment Share on other sites More sharing options...
dubiousintent Posted August 6, 2017 Share Posted August 6, 2017 Thanks for reporting your solution. It's the sort of thing anyone might overlook. Added to the "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
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