dubiousintent Posted February 4, 2018 Share Posted February 4, 2018 If your NPCs take off for parts unknown when following a package, make sure you have a "North Marker" placed in the cell. -Dubious- Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 4, 2018 Share Posted February 4, 2018 North marker, is it? That I actually didn't know. In my experience, it's more the navmesh that causes problems, and I thought that the North marker was mostly for the local map. I had no idea it could impact NPCs. Link to comment Share on other sites More sharing options...
madmongo Posted February 4, 2018 Share Posted February 4, 2018 Huh. I haven't bothered to put north markers in a lot of cells if they were already oriented with north in the right direction and I've never seen an NPC have an issue with it. I should probably add north markers now just to be safe though. Anyway, addscriptpackage was mentioned a while back (I've been busy so this is the first chance I've had to come back to this thread). It sounds like bananakillerBRO has that part of the NPC working, but for the benefit of anyone else reading through this, you have to be very careful using addscriptpackage. In my experience, whenever an NPC teleports (fast travel, goes through a door, etc) they tend to stop running whatever AI package was added through addscriptpackage. It's a useful function for some things, but it won't work in cases like this. To make the NPC go back to Goodsprings, you need a package that sends him there. The condition for the package will be Companion1REF.HasBeenHired == 0. You don't necessarily need to make an xmarker. You can have the package be a sandbox inside the Goodsprings Saloon cell if you want. Then he'll just sandbox around inside the Saloon whenever he isn't hired and he'll go back there if you fire him. Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 4, 2018 Share Posted February 4, 2018 Right, I wouldn't use AddScriptPackage for this. I've seen script packages added that way last through all sorts of things, but I believe they need the Must Complete flag to be set, which a sandbox package can't use. Still, though, a much more reliable way would be assigning him packages in his NPC form, with conditions that are appropriate. Yes, the X marker is unnecessary for the NPC to get there, but I was advising OP teleport the NPC there manually, which at least the vanilla companions I looked at had in their scripts. This requires a persistent reference, which doesn't have to be an X marker, but it can be. It makes more sense to teleport the NPC because it prevents the NPC dying on the way to their sandbox location, any other possible glitches, or the player trying to find the NPC where they sandbox but before they actually arrive. Link to comment Share on other sites More sharing options...
bananakillerBRO Posted February 4, 2018 Author Share Posted February 4, 2018 Alright quick update! He has reappeared. And his fire scripts work perfectly! He still has companion dialog after being fired, but I think I can live with that. I'll try to fix it with previous instructions as best I can though. Thanks for your help everyone! Link to comment Share on other sites More sharing options...
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