Xfreakish Posted January 23, 2020 Share Posted January 23, 2020 So i'm working on a mod right now and I have some custom generic NPC that i want for them to use Idles I've placed in the cell. For example lean on wall or such. I can occasionally catch them using it but for the most part they just wander about. Is there anyway i can force them to use it constantly, to just stay idle in that spot? thanks Link to comment Share on other sites More sharing options...
SpaceMachineSixThousandOne Posted January 24, 2020 Share Posted January 24, 2020 You want this forum @ https://forums.nexusmods.com/index.php?/forum/3935-fallout-4-creation-kit-and-modders/ Idle marker & Ai package come to mind. Animations are controlled from behavior files similar to the old override tree. You could for example, run a quest that runs a script or a effect that runs a script that runs a spell and such convolution as to utilize the remnants of Obscript, though maybe they just call it script now, whatever Skyrim/Fallout part of scripting was added to Papyrus though I suspect it's Papyrus functionality that also applies inside the game engine or just text in Papyrus that's encoded, see they know the encoded text will tell the .exe these Obscript commands, some of it would be CrScript, because I mean, some of that stuff is new. Here for example the acronym, CAF change animation flavor. YourActor.CAF YourAnimation. It might help to reverse engineer AnimatedChems or follow that tutorial if there was one, and nobody answered on the forums on how to do it. First you should probably ask yourself why do you want to use this actor in this way? How important that is? You know, because we don't go around all willy nilly working on stuff, usually you need a pretty good reason to continue developing something. So if you do continue, just get the prototype into the game, and test it out in a primitive way to get a feel if it's worth it for you to work on. Not everything is worth the work. Link to comment Share on other sites More sharing options...
falloutanimation Posted January 2, 2023 Share Posted January 2, 2023 After 6 years there's still no clear answer on how to achieve this. Link to comment Share on other sites More sharing options...
LarannKiar Posted January 4, 2023 Share Posted January 4, 2023 (edited) Create an AI Package (easiest if you just duplicate an existing one) >> Package Template: UseIdleMarker >> Public Package Data >> click "marker" >> Selected Package Data >> click "Linked Reference" to change the object to the one that you'd like your NPC to use ("idle at"). If the object is a Furniture and not an Idle Marker, package template should be "Sit" instead of "UseIdleMarker". (And the package location is called "Sit Target" instead of "marker"). Edited January 4, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
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