Andragon Posted November 18, 2012 Share Posted November 18, 2012 (edited) I have setup 10 npc in a custom home as follows: e.g AI-Package Stack: Working 9-12Working2 15-18Sleep 23-5Sandbox radius 2500 I got all npc on different scedules but setup like above. That seemed to work properly while the mod was an esp Now I made the mod an esm with the npc beeing in an esp file so they could be easily changed. I also placed the entrace and exit to the house into an esp so different setups could be done in case the entrance interferes with another mod. I added an option to let 10 followers live in the house by questdialog and placing alias packages on them. Now to the problem: Some of the original npc seem not to fallback on the Sandbox Package when not on scduled packages. The simply stay in place untill the next sceduled task kicks in. The weird part is that not all of them do that ... This does make me wonder if I can overload a cell with ai packages? Will the sytem simply skip the default sandbox to save recources? Edited November 18, 2012 by Andragon Link to comment Share on other sites More sharing options...
Andragon Posted November 18, 2012 Author Share Posted November 18, 2012 I have solved the problem by using different sandbox packages for each npc. Link to comment Share on other sites More sharing options...
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