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Posted

It looks like a package's "on begin" block only fires if the PC is already in the cell when the NPC selects the package. Specifically, the NPC equips specific armor in the "on begin" block of a patrol package, and equips different armor in the "on change" block (wears one thing on patrol, something different off duty). If I'm watching the NPC when the patrol package starts, the NPC equips the correct armor. If I enter the cell during the patrol time, the NPC is running the patrol package but still wearing the off-duty armor. Am I missing something? If so, what? If not, any workarounds?

 

Thanks,

 

Belthan

Posted
The first thing that came to my mind was the "No low level processing" check box on the NPC. I'm not sure if it affects this type of thing, but it might since this keeps the NPC from processing its AI unless you are in the same Cell.
Posted (edited)
That wasn't it, but it helped. Went back to the cell after checking the flags on the package, NPC was wearing the patrol armor. Turns out it was only happening the very first time the player enters the cell. Long story short, the "on begin" block was actually running but the NPC was also equipping a weapon, which automatically caused the "best" armor in the inventory to be equipped (and the off-duty armor is "better" than the patrol armor). After that, the NPC never puts the weapon away, so the proper armor gets equipped on subsequent visits to the cell. Fixed it by using additem/removeitem in the "on begin" block of each package so there's only one outfit that can be equipped at any given time. Now it works the first time and every time. Edited by Belthan
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