Jyotai Posted July 12, 2018 Share Posted July 12, 2018 (edited) I've made a new NPC that I set to travel from the temple in Whiterun to the Temple in Riften The schedule is set as: SaturdayHour 6Duration 24 hours. I figured it would be a long walk I go to the starting point at at 6am, and the NPC is gone, I do a 'moveto' and find the NPC is already in the Temple in Riften.So I go back a save, and go to the start point at 12am, and the NPC is there and walking out the door. I follow along as the NPC very slowly walks out of whiterun...So I go back a save... sleep in a bed till 1am, and then do a moveto on the NPC and find my NPC is already in Riften......If I do a player.moveto at 12:06... the NPC is already in Riften... NPC is leaving at hour 0, despite setting to 6, and arriving very rapidly... What could be the issue here? The rest of the NPC's schedule is: Package TemplateSandbox in Riften cell for Temple of Mara, Sunday, hour 6, duration 72 hoursPackage TemplateTravel to Whiterun cell for Temple of Kynareth, Wednesday, hour 6, 24 hour duration.Package Template Sandbox in Whiterun cell for Temple of Kynareth, Thursday, hour 6, 48 hoursPackage Template Travel to Riften cell for Temple of Mara, Saturday, hour 6, duration 24 hours I've set all these packages to 'must complete' and checked the door flags for them. NPC is moving What I was expecting was to see this NPC walking along roads. What I'm getting is near instant teleporting, 6 hours early... - I guess it makes sense that to save on system resouces an NPC not seen will just be moved to destination... but...I frequently see traveling NPCs on the roads... Examining the package AI for them, near as I can tell, they're using 'Travel'...And why is this NPC leaving at midnight and not 6am? Edited July 12, 2018 by Jyotai Link to comment Share on other sites More sharing options...
thumbincubation Posted July 12, 2018 Share Posted July 12, 2018 Can yo u post a couple of screen caps of the AI packages you're using? I'm wondering if there's an issue with one of the times overlapping, or something like that. Link to comment Share on other sites More sharing options...
Jyotai Posted July 12, 2018 Author Share Posted July 12, 2018 Opening up CK: My thus far small mod consists of these contents: The overview of the schedule: Riften to Whiterun: Stay in White run: Whiterun to Riften: Stay in Riften: Link to comment Share on other sites More sharing options...
thumbincubation Posted July 12, 2018 Share Posted July 12, 2018 Hmm...maybe try giving them a couple of minutes between the start-end of each package, for example hour 6, duration 23.75 hrs or similar. I've had some issues with local AI packages, where I had to do that, they get up at 6:50, on post at 7, leave post at 3, be in bar at 3:10, etc. Also, go in game and open the sleep menu. Make note of the date/time, then fast travel from Whiterun to Riften or vice versa, and check your date/time again. Try to tailor the travel package up or down to something closer to the actual travel time. Link to comment Share on other sites More sharing options...
Jyotai Posted July 13, 2018 Author Share Posted July 13, 2018 Any idea why they always start at midnight though, instead of the actual hour I've put in? Or do you think that it's related? I'll reply again once I adjust as you've advised and tested. Link to comment Share on other sites More sharing options...
thumbincubation Posted July 13, 2018 Share Posted July 13, 2018 Unfortunately, a lot of my AI packaging has been the result of so much trial and error, that it's hard to say what does or doesn't cause a problem, but I'm wondering if it's the 24 hour thing, somehow resetting them before they can start the next task. Even with the few minutes of dead space, mine still tend to stay in the inn (drinking, no doubt) until I show up, and then they'll leave as though it was their normal time. Link to comment Share on other sites More sharing options...
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