midgetalien Posted January 16, 2018 Share Posted January 16, 2018 (edited) 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 boxesI 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 AllySet 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 1Under 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 January 16, 2018 by midgetalien Link to comment Share on other sites More sharing options...
Evangela Posted January 17, 2018 Share Posted January 17, 2018 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. Link to comment Share on other sites More sharing options...
midgetalien Posted January 17, 2018 Author Share Posted January 17, 2018 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 Link to comment Share on other sites More sharing options...
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