morfoide Posted June 25, 2012 Share Posted June 25, 2012 Hello to everyone, my question its why Bethesta change and dont allow to mod the ai of the npc via console or scripting? Every new npc i made flee like a chiken, no way to change it, i try to resurrrect, placeatme, movetoplayer( added into ck in a cell), resurrect 1, forceav, everything i can see in this forum to make it possible,but nothing, and more weird thing happend, the are inmortal, complete inmortal no way to kill em, i try kill, killall, only disable work. Why its that, first of all they take off the addscriptpackage that was the perfect way to make custom follower for low/medium ppl in scripts, then change aggression,confidence,etc, Its posible that Bethesta are trying to sell us a pack of follower or maybe tools for do it?, dunno but right now im stuck in advance my char, dont like the vanilla followers. Thansk for all and sorry for my bad english. Un Saludo Link to comment Share on other sites More sharing options...
mojodajojo Posted June 26, 2012 Share Posted June 26, 2012 (edited) I've had no more problems with AI in Skyrim than with other Beth games. Here's a couple of useful wiki pages. ______________________________ AI Data Tab Offers direct control of a new npc's behavior http://www.creationkit.com/AI_Data_Tab_______________________________________ Actor Values For scripting a mid-game change to a vanilla actor, you might want to use actor values via scripting, if you don't want to kill and resurrect the actor in game. http://www.creationkit.com/Actor_Value_List Edit: Changes to some actor values won't persist in a saved game so you may have to call them in an oninit event regularly or someting of the sort. Edited June 26, 2012 by mojodajojo Link to comment Share on other sites More sharing options...
morfoide Posted June 26, 2012 Author Share Posted June 26, 2012 I've had no more problems with AI in Skyrim than with other Beth games. Here's a couple of useful wiki pages. ______________________________ AI Data Tab Offers direct control of a new npc's behavior http://www.creationkit.com/AI_Data_Tab_______________________________________ Actor Values For scripting a mid-game change to a vanilla actor, you might want to use actor values via scripting, if you don't want to kill and resurrect the actor in game. http://www.creationkit.com/Actor_Value_List Edit: Changes to some actor values won't persist in a saved game so you may have to call them in an oninit event regularly or someting of the sort. thnks for the reply but i try all this too (sorry if i dont write before), no way they run and run . Link to comment Share on other sites More sharing options...
steve40 Posted June 26, 2012 Share Posted June 26, 2012 (edited) If you can't kill the actor it is because you have configured him to be "essential" (he can also be configured as essential in the Quest Alias configuration.) If they run away, you either have their AI Data configured as "unaggressive" or "cowardly", or you have the wrong packages set up. Edited June 26, 2012 by steve40 Link to comment Share on other sites More sharing options...
morfoide Posted June 26, 2012 Author Share Posted June 26, 2012 If you can't kill the actor it is because you have configured him to be "essential" (he can also be configured as essential in the Quest Alias configuration.) If they run away, you either have their AI Data configured as "unaggressive" or "cowardly", or you have the wrong packages set up. mmmm, no the ai its set to be vary agressive and confidence to max, but what you said about packages....can you pls explain me whit more details? maybe thats the problem he have only one package follow player. Thnks, un saludo Link to comment Share on other sites More sharing options...
Dhegonus Posted June 26, 2012 Share Posted June 26, 2012 also the npc might have a persistant location set up, either set it to the location you wish them to be or remove the persist location Link to comment Share on other sites More sharing options...
morfoide Posted June 27, 2012 Author Share Posted June 27, 2012 HAhaaaa, i found the problem its a mod that conflict whit vanilla race Breton but dont know why, uncheked and all returns normal. Thanks rly for all replys, and have a nice play. UN saludo Link to comment Share on other sites More sharing options...
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