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How to disable ai packages for actor


Indarello

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What is the most easy way to disable ai packages for npc?

Because now I make it rather complicated way:

-Created custom fraction

-add/remove npc to fraction and evalutepackages() with script when I want use him packages

-add conditions to pack if reference actor is in fraction (even "target" don't work, only reference)

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First you should ALWAYS make these changes in CK!

XEdit allows changes to be made that cause issues in game, the NPC's might function, but it's kicking back errors the engine has to overcome.

 

 

 

Depends on the Actor in question...

 

-Template EncActorNPC then just changing the base AI data in CK will allow for changes

 

-Templated EncActorNPC and has a source "AI Data" template, then either changing the targeted template, or removing the "Template" and setting the AI data in CK.

 

-LVLActor without a source for "AI Data" then just change the base AI data in CK will allow for changes

 

 

-LVLActor with a source for "AI Data" template, then either changing the targeted template, or removing the "Template" and setting the AI data in CK.

 

Be careful editing Vanilla NPC records, as some of these changes can have unexpected consequences based on what other NPC's reference said Vanilla NPC

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Using a faction is fine, but the Faction record does have extra overhead.

 

If you want to affect groups of actors use a GlobalVariable condition:

pSKK_ModNameGlobalPackage.SetValue(12)  ;the package with global condition 12 will be active
Alias_AllActors.EvaluateAll() 

If you want to affect individual actors use local ActorValues on them in conditions;

ThisActor.SetValue(pSKK_ModNameActorPackage, 8) ;the package with AV condition 8 will be active
(ThisActor as Actor).EvaluatePackage()

If you mix packages on actors with both global and local values, you will need to manage through code or by kicking from aliases or quest priorities.

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