StealthDick Posted March 27, 2019 Share Posted March 27, 2019 So I've been working on a large quest compilation (much like Saxxon's) and I've run into many problems here and there; some fixable, others I've had to rewrite entire sections of the quest to correct. Much like many other issues I've brought to this forum before, this current one has stumped me. Currently, I have an NPC that establishes a temporary follow package (he isn't a companion or anything) and he'll follow me through the initial custom cell that the package was activated in(ex: ElDoCharlieREF.addscriptpackage aaaCharlieBunkerFollow), but once the player walks through the door to the next cell the NPC just stands at the entrance and head tracks me. He won't follow at all. I've been reading into it a lot and I've deemed the problem is either the navmesh in the cell he won't move in, or it's his follow package. I've cross-referenced his package with many other temporary followers, such as Deputy Beagle, and they have the same flags I've set in my own package. At this point, I believe I should convert my mod to an ESM. I was in the future once I merge my other finished .esps into it, but I have a feeling that making it an ESM now would solve a lot of issues I've been running into. I read here: https://forums.nexusmods.com/index.php?/topic/6459651-having-trouble-with-a-custom-navmesh/that there has been a problem with pathing/navmeshes in ESP files for a very long time, this is why I'm wondering if I should convert it. I guess you could say this is a loaded question, but would converting my esp yield any problems with my overall mod, or is it the right step to take in the process of trying to get this to work? Thanks! Link to comment Share on other sites More sharing options...
dubiousintent Posted March 28, 2019 Share Posted March 28, 2019 As you say this is a "custom cell", my guess would be it's a problem with the navmesh. Make sure you keep a backup of your ESP before converting to an ESM, and keep it afterwards in case you need to edit it again. Always edit the ESP version and not the ESM. Make sure you use FNVEdit to handle the "ESP to ESM" conversion as it ensures the ONAM records get built. Please see the 'ESM and ESP Files' entry under the 'Misc Topics'; and the "Navmeshing" sections of the wiki "Getting started creating mods using GECK" article. -Dubious- Link to comment Share on other sites More sharing options...
madmongo Posted March 28, 2019 Share Posted March 28, 2019 When you say he has a temporary follow package, does that mean that the package was added with AddScriptPackage? If so, that's your problem. In my experience, the NPC will stop executing that package as soon as they teleport (COC, moveto, teleport through a door, etc). Give the NPC a permanent package and enable/disable that package using flags and EVP commands. I personally have never had a problem with navmeshes and pathing in ESP files, but I have seen reports from others of issues. Also, if you do go the ESM route, note that the standard GECK will not edit an ESM (well, technically it can, but it's a bit convoluted). If you install the GECK powerup, then you can edit an ESM, but if you edit the ESM using the GECK powerup, any changes you make to existing cells won't work. This is because it ends up losing those ONAM records that Dubious mentioned. There are a couple of ways around this. The first way is to keep a copy of your ESP, then copy/convert that to ESM. When you make changes, change the original ESP, and copy/convert it to ESM each time after you are done making changes. As long as you use FNVEdit to convert to ESM, this will preserve the ONAM records. The second way is to just say screw the ONAM records. Without them, any changes you make to existing cells won't work. So, you only add new things in your ESM. Any changes to existing cells are done with a separate ESP (which you can have depend on your ESM). You end up with two files in your mod (an ESM and an ESP) but it's easy to edit either file using the GECK powerup. Link to comment Share on other sites More sharing options...
StealthDick Posted March 28, 2019 Author Share Posted March 28, 2019 (edited) Is it bad to use addscriptpackage? I use it a lot within my mods, usually they work. Should I not be doing so?EDIT: I also changed the interior for the El Dorado Gas and Service, Idk if thats bad or not... if so I'll just create a different door leading into a new cell for it. Edited March 28, 2019 by StealthDick Link to comment Share on other sites More sharing options...
madmongo Posted March 28, 2019 Share Posted March 28, 2019 I have used it in the past, but it caused me enough problems that I pretty much never use it these days. Giving the NPC a permanent package and enabling/disabling it with flags and an EVP is much more reliable to get them to do what you want them to do in my experience. There's nothing wrong with modifying the interior of the El Dorado gas station. Just be aware that if you change your mod to an ESM you are going to need to keep the ONAM records intact or your changes will no longer show up in-game. Just keep editing your ESP and then copy/convert it to ESM to test it and play it. Then when you need to make changes, change your ESP and copy/convert it again. Link to comment Share on other sites More sharing options...
StealthDick Posted March 29, 2019 Author Share Posted March 29, 2019 I took your advice and made the follow package a permanent package, along with a few other packages the npc has. Thanks. Link to comment Share on other sites More sharing options...
Mktavish Posted April 1, 2019 Share Posted April 1, 2019 Ya add script package does not negate the package they may have already had putting the new one higher in the list. Therefore an EVP point will yeild the old package , or just usually quirky behavior. Unless as mentioned from the wiki ... ergo some how make the package complete with a dialogue or some kind of player input , unless a location reached is adequate. Unless the added package has some constraint on it ("must complete" and/or "must reach location"), it will be removed the next time the actor reevaluates his package. Link to comment Share on other sites More sharing options...
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