Galandil Posted September 8, 2012 Share Posted September 8, 2012 Hope I'm posting on the right area, kind of my first forum post :) In the Nexus there are over a ton of City mods, changing the cities, giving them more detail, giving them more citizens, etc.. Although I loved quite a few of them, I was never satisfied with the Whiterun mods, and I decided to try my hand at my own. I wasn't really sure wether I wanted to release it or not, but as I was getting a hang of the modding part, I felt more and more confident, I created new buildings, luxurious noble houses, a brothel, new shops, new houses, new citizens, even a "Sewer system" (I kind of just thought of it as a canal, as there are no bathrooms in Skyrim, hehe), running underneath the city, so that adventurers could sneak into the city. I expanded upon the prison, the dungeon beneath the actual prison your taken to when arrested. With all this, I was certain I had made a great mod, everyone had chores, and things to do, and the city was so rich with detail. However.. although I had tested it the whole way, it was when I started meddling with NPC's (The new ones, I didn't edit the Bethesda ones), that I started to see a rather significant problem. The NPC's I made, aswell as quite a few of the already made, The Battleborns, some of the Whiterun guards, Heimskr (He seriously wont leave his speech podium, and stands there now 24 hours a day shouting nonsense), Fralia Greymane, etc.. in other words, a lot of NPC's are not moving. Their just standing where they are, or their rediciliously entering and exiting a door over and over. At first, I thought it must've been a Navmesh bug, however, as it turns out, it wasn't, the navmeshes are working, tested with a follower behind me, the doors work, I hadn't edited the pre-mod characters houses so was a little surprised. I ultimately turned the mod off, to check for compability issues, well... As soon as it was turned off, the NPC's suddenly worked and resumed their daily routines, and Heimskr tok a well-earned rest (hopefully for good). I decided to re-make the mod, So I did. It looked even better when done, figures I had prolly made a simple glitchy mistake, well no. Same thing happened, as soon as I created NPC's and gave them routines, the problem occured again. I tried to give them their own idles, their own patroll idles, I tried deleting their routines; didn't work. The problem persists. I am a very eager (though beginner) modder, and I am dying to make this work, and maybe even upload it to the nexus, (Once I've learned my way through dialogue, I really wanna make a quest that takes place in the canals). Could anyone give me a hand? Anyone got any idea what the problem might be? I hope I've explained it well enough, and really hope its a really common mistake. (While its a noobish hunch, but... could it be that its because I got too many NPC's in one city thats making their AI-packages crash? While I dont experiance any CTDs, crashes, or anything like that, not even lag, I do wonder if maybe theres something more you got to do after crearting a NPC and their package to a specific area, although the tutorials I've looked at doesn't explain any of this.) Link to comment Share on other sites More sharing options...
Valkyrie Posted September 8, 2012 Share Posted September 8, 2012 There are several tutorials on youtube about making followers and npc's. Did you use any custom races for your npc's? Link to comment Share on other sites More sharing options...
Galandil Posted September 8, 2012 Author Share Posted September 8, 2012 (edited) There are several tutorials on youtube about making followers and npc's. Did you use any custom races for your npc's? I didn't use custom Races for the NPC's no. Thats why its so confusing. Edited September 8, 2012 by Galandil Link to comment Share on other sites More sharing options...
Valkyrie Posted September 8, 2012 Share Posted September 8, 2012 I would make one mod with everything except the npc's. The make another adding the npc's one by one. That way you can narrow it down to which is causing the problem. Will also let you run it without any to make sure they are indeed at the bottom of this. Link to comment Share on other sites More sharing options...
Galandil Posted September 8, 2012 Author Share Posted September 8, 2012 I would make one mod with everything except the npc's. The make another adding the npc's one by one. That way you can narrow it down to which is causing the problem. Will also let you run it without any to make sure they are indeed at the bottom of this. Not a bad idea, I am atleast glad it isn't something as a AI cap or something. Thanks for the help :) Link to comment Share on other sites More sharing options...
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