Cyndi Posted November 8, 2012 Share Posted November 8, 2012 Forgive me if this has been posted elsewhere, tried searching google, here, etc. for a few hours and didn't see what I was looking for. Anyway, I made myself a handful of summons spells, and everything seems to be working great. The only problem, is that the summons don't seem to want to follow me through load doors. I've watched a few billion tutorials on "how to create new summons" and most of them don't actually cover how to correctly add everything, nvm my issue. I'm assuming it has something to do with the factions, but I just can't seem to figure out what exactly. I've looked at a few other mods, where this attribute is working correctly.... but I still can't see what variable(s) I am missing. If anyone has a clearer idea of how, or knows of a good reference thread I missed, it would be much appreciated. Link to comment Share on other sites More sharing options...
KingsGambit Posted November 9, 2012 Share Posted November 9, 2012 Is there anything unique about your NPC/creature in terms of scripting, AI behaviour, combat style or factions that you've already set up? If you wait for the spell to expire/summon another NPC, does your summon unsummon correctly? Do they behave correctly in other ways such as following you, fighting for you, etc? One simple-ish test. In your custom MGEF, temporarily change the summoned NPC to one of the standard ones, like a flame atronach or something. Use your spell in game to summon the vanilla creature and note the load door behaviour. If it works, it is something on your NPC. If it doesn't work, it's something on your spell (or elsewhere in the mod). If you use the standard conjuration framework it's very unlikely to be that. The system takes care of graphical effects, duration, perk and dual casting modifiers, twin souls, etc, etc. Things to double check: What AI Package(s) do they use? Is their AI data the same as normal summons? Are they encumbered possibly? It's unlikely to be factions which don't really dictate behaviour, simply relationships. The summon system takes care of all of that for you. If it persists, maybe try changing their AI package slightly. Duplicate the default one they're presumably using, and add a new behaviour to the top that is simply follow singleref player and see what happens. Change their package to this new one and see if that helps. Link to comment Share on other sites More sharing options...
Cyndi Posted November 9, 2012 Author Share Posted November 9, 2012 =O Thanks for the reply! It definitely wasn't the spells themselves it's the npc's. Out of about 25'ish summons, I've tested about 10 so far (working on some balance issues as well). So far, 7 work exactly as they should. Summon, unsummon, attack etc. 3 work except for the load door thing, and now that you mention it... on 2 I had muddled a bit in the AI packs figuring things out, and 1 wasn't setup originally as a "Summon" spell, so the AI in it, is likely a mess too. ... makes me glad I back stuff up before messing with it now. lol Link to comment Share on other sites More sharing options...
KingsGambit Posted November 9, 2012 Share Posted November 9, 2012 Yes, backup backup backup, especially with the hours spent on tweaking and polishing a mod. BTW my suggestion about the AI package. I should've said add follow player to bottom, not top. I think they are checked in descending order so putting it at the top may override other behaviours, such as doing their jobs protecting the player, smiting his/her enemies and so on. Something to try anyway, post back if it makes any difference or not. Link to comment Share on other sites More sharing options...
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