OneOnOne1162 Posted December 10, 2020 Share Posted December 10, 2020 Hey everyone, I'm working on a mod where I need to keep an NPC in place. Originally I managed to do this in regular Skyrim (using an alias and a Stay at Current Location packahe) but when I transferred this mod to Special Edition that method seemed to stop working. I've been trying to find a solution to this problem for quite a while but nothing has worked so far and frankly I'm somewhat out of ideas. I'm not sure that I can remember everything I've already tried but: I tried using Stay at Current Location applied through an alias using ForceRefTo. I tried creating a scene which would give a specific NPC a package to travel to a specific location and which wouldn't end unless a global changed. I've tried using SetRestrained. I've tried using a paralysis spell which lasts a long time using Cast to apply it to the NPC. I've tried giving the NPC an animation which keeps them in place with the Debug.SendAnimationEvent. I've tried applying a Follow package to a reference ID that was in the place where I wanted them to stay. And that's all I can remember right now. The recurring problem seems to be that while the alias is applied (I can see it with sqv), the package doesn't actually start (I have it a Debug.Notification and it isn't shown). In the scene example the quest stage which started the scene would start (again notification seen) but the scene itself wouldn't play (its beginning notification wouldn't show up). This despite everything being seemingly set up correctly. Anyone have any ideas about what the problem here might be or something else I could try? Link to comment Share on other sites More sharing options...
maxarturo Posted December 10, 2020 Share Posted December 10, 2020 (edited) Well it seems that you have already tried a bunch of workarounds. I just want to say that, i had at some point a kind of similar issue and in the end it turned out to be that it got "Bugged", by deleting it > saving > exiting > reload CK > re-place the npc and the whole set up, it eventually started working again and it still does until today. * This stupid "Bug Out" issue has happen to me 3 times, and in one occasion a massive mesh after version 1.3, it just disappeared from the cell !!!, you could see it in CK but not in game...!!!??? Sorry that i can't pinpoint your issue. Edited December 10, 2020 by maxarturo Link to comment Share on other sites More sharing options...
OneOnOne1162 Posted December 10, 2020 Author Share Posted December 10, 2020 Well it seems that you have already tried a bunch of workarounds. I just want to say that, i had at some point a kind of similar issue and in the end it turned out to be that it got "Bugged", by deleting it > saving > exiting > reload CK > re-place the npc and the whole set up, it eventually started working again and it still does until today. * This stupid "Bug Out" issue has happen to me 3 times, and in one occasion a massive mesh after version 1.3, it just disappeared from the cell !!!, you could see it in CK but not in game...!!!??? Sorry that i can't pinpoint your issue. The NPC is akSpeaker assigned through ForceRefTo, so I can't exactly delete them, I'm afraid. Link to comment Share on other sites More sharing options...
maxarturo Posted December 10, 2020 Share Posted December 10, 2020 You seem quite experienced, but this is a long shot, check your NavMesh or another meshe's interfering collision, even experience modders make stupid mistakes... Link to comment Share on other sites More sharing options...
OneOnOne1162 Posted December 11, 2020 Author Share Posted December 11, 2020 You seem quite experienced, but this is a long shot, check your NavMesh or another meshe's interfering collision, even experience modders make stupid mistakes... Which navmesh? Because I myself didn't edit any navmesh for this mod. Basically, the script moves an NPC to a location which exists in unmodded Skyrim (specifically the Falkreath jail) and attempts to keep them there. Link to comment Share on other sites More sharing options...
maxarturo Posted December 12, 2020 Share Posted December 12, 2020 I can't possibly know what you are working on, i'm just guessing according with what you've shared. Try adding the npc to the 'Prisoners' faction, if you haven't already done this. Link to comment Share on other sites More sharing options...
Recommended Posts