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NPC Training Dummy keeps floating away.


midgetalien

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Hello all,

 

I have a training dummy set up (as an NPC) that is essential. I have tried everything I know but the training dummy keeps "floating" away in game. What I mean is that it rises a few feet in the air.

 

I have looked at making sure the nav mesh is fine. I have also added collision boxes. I have set factions so that when its in "combat" it doesn't react; as its out doors too wild animal attacks might happen so set it to be in friendly faction for those as well.

 

I looked at the mannequin's in player homes and used part of the script from that on the training dummy as well to lock its facing direction in place. I also set a heading marker.

 

BUT nothing seems to be working and I am really stumped as sometimes it doesn't happen at all. Any ideas?

 

The mod in question is my Mage for Lakeview Manor. The only other thing I think off that this is happening is because its out side instead of an interior so perhaps something is triggering it?

 

Could really use a hand solving this one.

 

EDIT: here is everything I have done so far:

 

This is a full list of what I have tried so far:

  • I set up factions to be allies with Dragons. As when it happened a dragon attacked Lakeview manor.

  • I set up the factions tab to be allies with Imperials and Sons of Skyrim as the second time it happened they were fighting each other near by.

  • I set up Winterhold factions as I was a member of Winterhold and was using jzargo as a follower. I set these factions up because when I attacked the dummy Jzargo attacked it.

  • I added collision boxes

  • I put the dummy base just inside a "pedestal" which I also generated collision for.

  • I set up a heading marker to keep direction facing one way (similar to how the mannequins are set up)

  • I also used part of the mannequin scripts to freeze pose.

  • I set up a relationship to the player as Ally

  • Set up the AI Data as cowardly, Un-agressive, neutral any crime and helps no one.

  • I set up an AI package Travel with place to travel set to near editor location at radius 1

  • Under the AI package I set the flags as to ignore combat and no combat alert. (Like mannequins).

  • Set up a new faction where I declared interactions with other factions as ally. Mostly the ones I already added to the main base and others that I thought might spawn at lakeview such as necromancers faction.

  • Checked the nav mesh is correct for the area placed.

Edited by midgetalien
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Does it gradually rise like that, or is it fine until you leave the cell and comeback? If it's the latter, you could try putting a script on it so that it checks its z position when the cell is attached and reset it back to a more ground level z position, if its too high.

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Does it gradually rise like that, or is it fine until you leave the cell and comeback? If it's the latter, you could try putting a script on it so that it checks its z position when the cell is attached and reset it back to a more ground level z position, if its too high.

Hello its a mixture.

 

So in the cell it gradually rises like that and sometimes when I enter the cell it is already raised like that. I am wondering if its a mod conflict rather than my mod

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