spear3 Posted July 16, 2008 Share Posted July 16, 2008 making a mod were it is important for the NPCs to stay relatively in the same place but when i load up oblivion there bunched together and 6ft from were they are supposed to be. how can i keep npcs from moving from their locations while letting them run their idles? PS im uber noob scripter...most complex script to date : scriptname pickidle Begin gamemode pickidle end Link to comment Share on other sites More sharing options...
QQuix Posted July 16, 2008 Share Posted July 16, 2008 It happens to me and I want to know why also. I will keep an eye on this topic. In my case , I solved it by placing an Xmarker on the spot I wanted her to go and created a travel package to that Xmarker. The first time the player enters the cell, she goes to the right place. This was OK in my scenario. Link to comment Share on other sites More sharing options...
Craymusin Posted July 16, 2008 Share Posted July 16, 2008 It could be something to do with their AI packages. If you made you character from the template of another, the AI packages will apply to your new character unless you remove them. To check, double click your character and click AI, then delete any packages that tell the NPC to move Like 'aaaWander' or whatever. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 16, 2008 Share Posted July 16, 2008 This can also happen if you have pathgrid nodes in the area around where they are, but none exactly where they're supposed to stand. The ones where they are supposed to stand shouldn't be connected to any other node. You should still force the NPC to use a travel package which tells them to stay at that node, but by changing how the pathgrids are setup, you reduce the chances that one NPC will move. Naturally, the package should have "ignore fallout behavior" checked to prevent them from walking over to their neighbor for a chat. Link to comment Share on other sites More sharing options...
spear3 Posted July 16, 2008 Author Share Posted July 16, 2008 ok so ignorefallout behavior and set an x marker, how do i make a path? Link to comment Share on other sites More sharing options...
Craymusin Posted July 16, 2008 Share Posted July 16, 2008 Go into path grid mod and right-click to place a node, shift click to join to an exist node, and shirt right-click to make a new node connected to last one you placed. I think that's it but I can't quite remember... pathgrid mode is the button at the top, beside havok if I recall correctly. Link to comment Share on other sites More sharing options...
spear3 Posted July 16, 2008 Author Share Posted July 16, 2008 yeah i cleaned up the nodes but how do i make a map marker so i can tell them to moveto Link to comment Share on other sites More sharing options...
Craymusin Posted July 16, 2008 Share Posted July 16, 2008 Place an x-marker from static objects? I think... Link to comment Share on other sites More sharing options...
QQuix Posted July 17, 2008 Share Posted July 17, 2008 I think your best choice is to go with what Vagrant said.Place an isolated gridpoint in the same place where you placed the NPC in CS.It should do what you wanted in the first place: the NPCs should be where you placed then in the CS Moving to an Xmarker should be like a plan B if they don’t stay where you want them. Link to comment Share on other sites More sharing options...
spear3 Posted July 17, 2008 Author Share Posted July 17, 2008 alright what i did was made a package under near location wiht a radius of 0 is that correct? Link to comment Share on other sites More sharing options...
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