trashgarbage666 Posted September 29, 2019 Share Posted September 29, 2019 Hey everyone! There are several points in the game where an NPC needs to be moved from one place to another, so the devs do the sensible thing and teleport them via script while you're not looking. Canonically, they "walked" there. (Bruce Isaac walking to the Strip, Ringo walking to the Crimson Caravan, etc.) But what if I were to do something ...less than sensible and set up AI Packages that made them actually walk to their destinations? I already know it can be done, as well as how to do it. My major concern is whether or not they'd get to where they need to go if the player didn't follow them. It's like that classic saying: "If a tree falls in the forest and the player isn't in the same cell, does the tree continue obeying its AI Package?" I figured I'd do the smart thing and ask before testing it out, because linking X Markers for two hours is a bad time. Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 29, 2019 Share Posted September 29, 2019 (edited) Yeah they'll make it there, but keep in mind if they're not set to be protected, if the player follows the NPC and the NPC is attacked, there's a high chance of them dying and ending the quest. You may need to add checks for their deaths in the relevant quests. Edit: Oh, if it's an issue of having their package continue to be processed, untick the "No Low-Level Processing" flag in the NPC's GECK entry. Edited September 29, 2019 by FiftyTifty Link to comment Share on other sites More sharing options...
dubiousintent Posted September 30, 2019 Share Posted September 30, 2019 I haven't looked into this in detail, so the answer may be obvious to those with experience but I'll ask it anyway. Couldn't you have that "travel" script set the Actor reference to be "essential", and then toggle/remove that flag when they reach the destination? That should ensure they eventually reach their destination without a protector. -Dubious- Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 30, 2019 Share Posted September 30, 2019 I haven't looked into this in detail, so the answer may be obvious to those with experience but I'll ask it anyway. Couldn't you have that "travel" script set the Actor reference to be "essential", and then toggle/remove that flag when they reach the destination? That should ensure they eventually reach their destination without a protector. -Dubious- You could, yes. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted September 30, 2019 Author Share Posted September 30, 2019 (edited) Yeah they'll make it there, but keep in mind if they're not set to be protected, if the player follows the NPC and the NPC is attacked, there's a high chance of them dying and ending the quest. You may need to add checks for their deaths in the relevant quests. Edit: Oh, if it's an issue of having their package continue to be processed, untick the "No Low-Level Processing" flag in the NPC's GECK entry. Alright, awesome! That's great news! Now to actually find the will to map out the routes and place the markers, haha. But I'm glad it's possible! As for the safety of the NPCs, I'm going to make sure they stick to the main roads and have Always Run enabled. Might also give Continue During Combat a try and see how that goes. I want to give them a fighting chance, but ultimately think their safety should be left up to the player. So that's what No Low-Level Processing does!! Edited September 30, 2019 by punchbattle Link to comment Share on other sites More sharing options...
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