Baaleos Posted August 19, 2020 Share Posted August 19, 2020 Iâm trying to get NPCs to walk to a location then kneel down and put their arms behind their back - like the dark brotherhood abandoned shack scene.Iâve got 4 BoundCaptiveMarkers or whatever they are called- Got 4 NPCâs.Iâve tried the following-Using a scene- make the NPCâs walk to the markers as phase 1, then phase 2 is to sit target on the market.They just sit there doing nothing- it also looks like the phase never ends- according to debug statements. The other approach I tried - is to use alias packages - which also did the same thing- I was able to make an alias package stack where it would walk to the location - so long as they were > 100 away from the location- then they would try to sit target on the market- still no animation. The annoying thing is- when I disable and enable them- they then appear in the bound pose- at the right location. The ownership of the markers has been set to None and also tried setting it to the faction that the NPCâs belong to.Navmesh is complete etc. Any ideas on what might be outstanding to get the boundcaptivemarker working? Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 19, 2020 Share Posted August 19, 2020 I've just done this in a quest. it works for 5 different types of markers. What I did was add variants of this script into each stage fragment: ; Stage for ghost in recreation cell. No need to disable controls. Player can't get to himAlias_CollisionPlaneRecreation.GetReference().Enable()Alias_Ghost.GetRef().MoveTo(Alias_GhostMarkerRecreation.GetReference())Alias_Ghost.getRef().Enable(abFadeIn=True)Alias_Ghost.GetActorRef().EvaluatePackage()Debug.Notification("He's On Top Of The Pillar Now")Utility.Wait(15)Alias_Ghost.GetRef().Disable(abFadeOut = True)Alias_CollisionPlaneRecreation.GetReference().Disable()Alias_CollisionPlaneRecreation.GetReference().Delete() The key safeguard is the line telling the actor to evaluate packages. I used the package template 'UseIdleMarker', rather than the 'SitTarget' package that is used in that quest. i'm thinking that the DB thing works because they are moved to the marker when that part of the quest starts. When the player enters the Abandoned Shack, the cell loading acts the same way as disabling and then enabling them again, so they are in position. Setting ownership is not necessary but a good safeguard if there are other NPCs in the area, otherwise, as that marker is not set to be 'Ignored By Sandbox' but is set to 'Child Can Use', you may end up with a weird display where kids and merchants are lined up waiting to be executed! Another way to avoid this is to make your own markers. I had to because I wanted my ghost to bow and then beckon afterwards. Then I could set them to be ignored by sandbox. No need for this in your case. I just added it for future use. Link to comment Share on other sites More sharing options...
Baaleos Posted August 20, 2020 Author Share Posted August 20, 2020 So I tried the useIdleMarker package- but that didnât work either. :-(When I use that package type- disable / enable no longer puts them into the bound pose. Just wondering if maybe I need to use an idle instead of furniture Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 20, 2020 Share Posted August 20, 2020 Hang on! I've misled you there. I thought we were talking about idle markers. That's my fault. That package won't work if it's furniture. There are idle markers for captives but I've just checked and they have no idles assigned to them. I can't see any idles that you could add to a custom idle marker either. About the only thing I can think of now is if you duplicated the Dark Brotherhood packages, they have a condition attached that tells them to use the package if the player hasn't released them. That condition uses a quest property. If you still have that condition on your packages, remove it from them. After that I'm stuck, unless I can find time to make a test esp to try it. Link to comment Share on other sites More sharing options...
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