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AI Packages


Lolz1234567

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I'm working on a simple quest mod right now and I've come across a few issues with AI packages.

 

There is a woman who I've set to use the idle animation that has her on the ground in pain, however when i talk with her, she shoots up back into the default talk animation. I haven't found a way around this and would like some help.

 

Additionally, I have a girl follow you, however when you move to another world space she goes back to a crying animation, not the following package.

any help is appreciated

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How are you giving them these packages? If you use a script with variables (a 'variable reservoir' is what that's called, if it doesn't do anything but store variables) and then arrange in advance in their respective NPC forms all the packages they'll be using, with the hierarchy of what you want to take precedence, and then flip the variables when you want to get your desired effect, it should work fine.

 

I'm a little unsure of how idle packages interact with dialogue, but I've never seen an NPC shoot up from an idle animation to do dialogue. Some animations are unavailable outside of certain contexts, so it could be that, but I think it's more likely that she's changing packages when you Activate her.

 

If you use the console and run GetCurrentPackage on these NPCs and compare the package IDs from various times, that would be useful information, but GetCurrentStablePackage is even more useful. The second command however is added by JIP LN, so you may not have that installed (but you really should; it makes scripting so much easier, and it's required for loads of newer mods). The one that holds her side and stands up for dialogue, does she resume holding her side after the dialogue is ended?

Edited by EPDGaffney
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Try putting a script using 'StartConversation' on the NPC. I believe this will bypass those animations, if I recall correctly.





scn MyNPCScript

BEGIN OnActivate

if (GetActionREF == Player)
StartConversation Player. GREETING
endif

END

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