Khet Posted September 7, 2008 Share Posted September 7, 2008 This is probably a simple enough thing to fix but I can't find any information on it. usually I'm also decent at 'reverse engineering' of sorts where I can look at someone elses script or Ai package and figure out what I'm doing wrong but in this, I'm lost as it matches all of Oblivions NPCs. Basically, any NPC I make refuse to leave their houses to wander around outside. Right now I'm using three packages per NPC, a sleep package (which works) an eating package (which also works) and finally a wander package, which seems to be completely ignored most of the time. I've set an Xmarker as a reference point, but they still won't leave their houses UNLESS I go inside first. From what I can tell the package suddenly decides to activate once the player is in the same cell as the NPC because if (also my current 'fix') I have them outside of the house they'll walk around, then go sleep or eat, then come back out of their house to wander some more. So, any ideas on how to fix this? Here's what my wander package looks like right now: Package type: WanderTags: Skip fallout behaviorDay/week/time any Location:Near Reference: Cell: MisitairCityRef: XMarker 'npcwander' ####### I've tried nearly every combination of tags I could think of ranging from none of them active, to every single one active with mixed results but NONE of them make the NPCs leave their house unless the player enters it during the time the package should be active. Link to comment Share on other sites More sharing options...
nosisab Posted September 8, 2008 Share Posted September 8, 2008 This is probably a simple enough thing to fix but I can't find any information on it. usually I'm also decent at 'reverse engineering' of sorts where I can look at someone elses script or Ai package and figure out what I'm doing wrong but in this, I'm lost as it matches all of Oblivions NPCs. Basically, any NPC I make refuse to leave their houses to wander around outside. Right now I'm using three packages per NPC, a sleep package (which works) an eating package (which also works) and finally a wander package, which seems to be completely ignored most of the time. I've set an Xmarker as a reference point, but they still won't leave their houses UNLESS I go inside first. From what I can tell the package suddenly decides to activate once the player is in the same cell as the NPC because if (also my current 'fix') I have them outside of the house they'll walk around, then go sleep or eat, then come back out of their house to wander some more. So, any ideas on how to fix this? Here's what my wander package looks like right now: Package type: WanderTags: Skip fallout behaviorDay/week/time any Location:Near Reference: Cell: MisitairCityRef: XMarker 'npcwander' ####### I've tried nearly every combination of tags I could think of ranging from none of them active, to every single one active with mixed results but NONE of them make the NPCs leave their house unless the player enters it during the time the package should be active. Normally the packages will activate when the player is at certain distance you can set up or, if you want them doing whatever they must do even when the player isn't near you can turn on the low level processing (or uncheck the "no low level processing" box, that is like it is there, If I remember). Just remember this shouldn't be abused since their scripts and packages will be running all the time. Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 8, 2008 Share Posted September 8, 2008 Normally the packages will activate when the player is at certain distance you can set up or, if you want them doing whatever they must do even when the player isn't near you can turn on the low level processing (or uncheck the "no low level processing" box, that is like it is there, If I remember). Just remember this shouldn't be abused since their scripts and packages will be running all the time.Pretty much... Having too many NPCs (like 50 more than normal) with this enabled can slightly delay other AI processng, so should be avoided unless you have a very specific reason for making the NPC stand around outside, like quests. This can usually be worked around by putting the NPCs editor location ouside in town, where you want them to wander, and enabling "must complete" in any packages that take place somewhere other than their current cell. Skip fallout behavior will only make them not engage in combat or conversations, which kinda doesn't work too well for wander packages. Setting up specific hours also helps. The NPCs still probably won't go walking around while you're just standing in town, but if you leave town and go to another area for a few hours, then go back, there should be some changes. You just need to have a wait or load processed for the NPCs positions and packages to be updated. Link to comment Share on other sites More sharing options...
Khet Posted September 8, 2008 Author Share Posted September 8, 2008 Ah, wasn't aware of the too many NPC thing, but right now I only have it set to six or so. I was planning on refining it later (giving them each more of a schedule one when they wander and such) but was trying to figure out that. Anyway, the suggestions worked! :thanks: Now I just have to figure out how to make it so when the player drinks Human Blood potions the effects of vampirism are dropped down to level 1 like if they're feeding. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.