json4639 Posted April 29, 2018 Share Posted April 29, 2018 I'm brand new to modding and I'm having a problem which hopefully has a simple solution I'm overlooking. The forum has been helpful but none of the solutions posted worked for me. I basically want to talk to an NPC and after a successful persuade check, have them go to a location and stay there. Here is what I did: 1. Created a new NPC with no AI packages and put them in the Sleeping Giant Inn in Riverwood.2. Created a new location and a new faction.3. Created a new sandbox package and attached it to an XMarkerHeading in my new location. The package has a conditional for only members of this faction.4. I added a script property for my faction and after I'm done talking to the NPC I put this: akSpeaker.AddToFaction(MyFaction) akSpeaker.EvaluatePackage() I assumed they would now have the new package and go to that location and start sandboxing. I can get through the dialogue and the NPC agrees, but he just stays there in the Inn. The other things I tried were: Created a new reference alias for my quest, with a specific reference to my XMarkerHeading and in the Alias Package Data section I put my package. I created a ReferenceAlias property and put this in my end dialogue fragment. MyPackageReferenceAlias.ForceRefTo(akSpeaker) akSpeaker.EvaluatePackage() One other thing I tried was creating a property for the package itself and doing this in the dialog fragment. ActorUtil.addPackageOverride(akSpeaker,MyPackage) akSpeaker.EvaluatePackage() No matter what I do, my NPC just stays where he is. Can anyone help with what I'm doing wrong, or maybe share any debugging tips so I can hopefully figure it out myself? Link to comment Share on other sites More sharing options...
Recommended Posts