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Quick question about NPCs using beds.


Phil5000

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I imagine this is a fairly simple thing, but I wanted to make sure so I know I'm not screwing something up.

 

My question concerns when NPCs use beds. If you take an NCR army camp for example, you get certain NPCs using specific beds. I look at the bed's props under ownership and NPC it will have a characters id (I assume), such as VCFHAlexRichards. Lets say I want to change the bed to a different type but I still want that character to use it, do I just enter the same tag, or is there something else I need to do?

 

Also, if I set the other beds to NCR faction, will that allow any NCR NPC to use it, or is that just to stop the player using? Basically if I change a bed I want to make sure the NPCs can still use it.

 

Is that all there is to it, because I've noticed NPCs standing next to a bed connected by a line, like a waypoint. If I delete that bed how do I set up the same thing with a new one? There are also some beds with a unique id and that are locked in place.

 

Thanks.

Edited by Phil5000
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You would have to edit the ai package of whichever npc uses it, unless they are just set to use it in sandbox mode.

 

One method to ensure nothing is messed up, would be to open the reference form for the bed that is place in the world, then click Edit Base, then change the ID, and save as a new file. This will change the reference to use your new file as its base, while maintaining its reference data, such as unique ID, ownership, etc.

 

Next you'd need to extract the nif model of the bed you want to use. Extract it into its correct file path, like it's set up in the BSA Extractor. Then in the Geck, open up your new bed file again, and change the model, and locate the nif of the bed you want, then save. And that's it.

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I imagine this is a fairly simple thing, but I wanted to make sure so I know I'm not screwing something up.

 

My question concerns when NPCs use beds. If you take an NCR army camp for example, you get certain NPCs using specific beds. I look at the bed's props under ownership and NPC it will have a characters id (I assume), such as VCFHAlexRichards. Lets say I want to change the bed to a different type but I still want that character to use it, do I just enter the same tag, or is there something else I need to do?

 

Also, if I set the other beds to NCR faction, will that allow any NCR NPC to use it, or is that just to stop the player using? Basically if I change a bed I want to make sure the NPCs can still use it.

 

Is that all there is to it, because I've noticed NPCs standing next to a bed connected by a line, like a waypoint. If I delete that bed how do I set up the same thing with a new one? There are also some beds with a unique id and that are locked in place.

 

Thanks.

 

If a piece of furniture is owned by a specific NPC, only that NPC will use it. Same goes for player. If it is owned by player, NPCs will not use it.

If it is owned by a faction, anyone in that faction can use it, provided their package allows them to. Player can't use it unless player is part of that faction (not sure if this is true for chairs or not).

 

The NPC with a line and arrow pointing to something means it is a linked reference. Lots of NPCs have packages that call for them to do things with their linked reference, like patrol, sleep, etc. That way the devs could make a few packages and have them accomplish many different things, depending on the NPC's linked ref.

 

To get your own NPC to do the same thing, there are lots of different ways.

You could give him a sandbox in a certain cell, or a certain area, and tick sleeping, and he will sleep assuming there is a bed around and he has rights to it, as outlined above. You can give him a sleep package for a specific cell, or bed, or linked ref. You could give him a travel package to a sc, b, or lr. Your preference how you want to accomplish it.

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You can also use a 'Find' package to force an NPC to use a specific base item of furniture within a certain radius. Or you can leave it non-specific (just furniture).
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