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Turn sandboxing off for NPC?


Mourlie

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First of all, I'm new here and I'm also new to modding, so I'm sorry if this is in the wrong category or something. ^^

 

I want to make a band in the Bannered Mare that can play imported songs. for this, i need the actors to stay where they are. but i can't seem to find out how to turn Sandboxing off (for my characters only)

I searched and searched, but haven't found anything. Probably the solution's been right in front of me all the time, but...meh. Can somebody help me out? :sweat:

 

Oh, and help on making the actors play custom songs would also be appreciated, so if you could show me a good tutorial, that would be great.

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You will need to remove all the AI packages from each of your actors that have "sandbox" in their name. You can give them other AI packages and even create your own custom ones.

 

In the tavern you will have the special problem of all your actors leaving their positions to go act drunk and listen to the vanilla Skyrim bard play. (Unless your mod removes him.) To stop your actors from doing this, you will need to put them into the faction named "BardAudienceExcludedFaction."

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To stop the sandbox package you have multiple choices:

 

- you can schedule it, so it runs (let's say) from 8 a.m. to 18 p.m.

 

- you can play with te package stack. Putting their singing package ABOVE the sandbox will make the game choose it 1st if valid. And play the sandbox only when the singing package isn't valid.

 

- you can condition the sandbox package as you want. There are tons of different conditions/targets

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To stop the sandbox package you have multiple choices:

 

- you can schedule it, so it runs (let's say) from 8 a.m. to 18 p.m.

 

- you can play with te package stack. Putting their singing package ABOVE the sandbox will make the game choose it 1st if valid. And play the sandbox only when the singing package isn't valid.

 

- you can condition the sandbox package as you want. There are tons of different conditions/targets

 

thank you very much! how do i schedule it - with papyrus scripts? if yes, do you know a tutorial for scripting?

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Give them a normal sandbox paclkage at the bottom of the list and above it a work package. set them to use an idle marker. drums, lute, and flute all have one and the singer could use one too.

 

PlayDrumMarker, PlayFluteMarker, PlayLuteMarker. give the band members the UseIdleMarker package template, set it for the idle marker you want them to use. for the singer give them a sandboxworking package, xmarkerheading for the location, shut off all the sandbox stuff except allow conversation. there you have a band.

 

You can insert scripts into the begin/end/change tab that makes them play together but I have no idea on the scripting.

 

*edit, schedule is done in the package, theres a tab for it.

Edited by jet4571
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No. You do not use Papyrus scripting for AI package scheduling. (Thank goodness.) You go to Character > Package > *The Package You Are Editing*. You click on the "Schedule" tab and enter a time for the activity and a duration in the boxes.

 

In most cases, you will want to duplicate existing packages and give them new names and use the new packages only on your NPCs. You do not want to edit half the NPCs in Skyrim by mistake.

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I did that with a sandbox for a custom home once David. started the game to test the NPC with the package to see if they followed it correctly, then NPC's started arriving until my game crashed. It was a good sized house and I think it got to around 80 NPC's wandering about the place.
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Happened to me too. Edited a sandbox in use by 200+ NPCs (changed the location from "edloc" to somewhere in riverwood). It was pure hell!

 

Anyway, if the 1st thing you do when copying something is suddenly editing the ID, you'll never get problems ;)

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Actually I think thats one mistake everyone should make atleast once. I changed defaultsandboxeditorlocation512 to a custom house for 1 NPC. changed it from edloc to cell, started the game in the cell and they come a runnin'. Big Ooops...
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