Notherwise Posted April 29, 2012 Share Posted April 29, 2012 Im working on making a skyrim population mod which will generate hundreds of new npcs all over skyrim how do I make it so that each npc will just walk around go into buildings leave sit down go to the market just be a normal npc? Link to comment Share on other sites More sharing options...
jet4571 Posted April 29, 2012 Share Posted April 29, 2012 AI packs and lots of them. Bethesda did not have a magic weapon to make them do what they do why would we? Link to comment Share on other sites More sharing options...
Notherwise Posted April 29, 2012 Author Share Posted April 29, 2012 for the ai packages what would i use? Link to comment Share on other sites More sharing options...
Notherwise Posted April 29, 2012 Author Share Posted April 29, 2012 what ai packages codes would i use? Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 29, 2012 Share Posted April 29, 2012 You need to make a lot of AITravelPackages and set all of your NPCs with a custom DefaultMasterPackage that makes the "wandering" bolean as TRUE and give it a radius of "put a casual number from 1000000 to 10000000000000" Link to comment Share on other sites More sharing options...
Notherwise Posted April 29, 2012 Author Share Posted April 29, 2012 So Under AI Package i put The travel packagewith a radius of 100000000? Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 29, 2012 Share Posted April 29, 2012 yeah, well, that number was some kind of a joke but the trick could be done by using the defmasterpackage with wandering enabled at a high radius and the traven random package with high radius (radius is the circle distance that the NPC can traven on his own decision by computer). If you want some ai examples you should check those of the hunters in skyrim or of those walking around bards! Link to comment Share on other sites More sharing options...
georgetuttle3 Posted December 18, 2017 Share Posted December 18, 2017 hello idk if this forum is still being answered i need to know something about followers npcs Link to comment Share on other sites More sharing options...
SkyrimRules15 Posted March 1, 2018 Share Posted March 1, 2018 (edited) I made a quest that is supposed to have the final objective completed in the closing stage after reading a note, but it remains unchecked when the quest ends. Please someone help me fix this, it's driving me nuts! It took me ages to finally get the quest this far! A simular problem was fixed in the Unofficial Skyrim Patch but I don't know how. Sorry if this was already resolved in an earlier post, btw. I just came here when the quest making tutorial was being annoyingly unhelpful for this situation. Edited March 1, 2018 by SkyrimRules15 Link to comment Share on other sites More sharing options...
Evangela Posted March 1, 2018 Share Posted March 1, 2018 If you have it set up like this: 10 = just a random number to represent the objective for this example Stop() SetObjectiveCompleted(10) SetObjectiveCompleted() will be ignored. Link to comment Share on other sites More sharing options...
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