McFearo Posted January 17, 2021 Share Posted January 17, 2021 I've nearly finished the quest for my NPC companion, there's just a couple final bugs to squish. So, at the end of the quest here is what's supposed to happen: - Melody and Siri from the Fort, along with the NPC companion and some other NPCs I made, move to the Mojave Outpost. The player is sent to speak with them. - After speaking with them, everyone except the NPC companion runs to a trigger box that disables them, near the fence at the back of the Mojave Outpost, to make it look like they've left the mojave to go to the NCR Here's what's happening that I need to fix: - The NPC companion and Melody keep trying to walk away from the Mojave Outpost, even with all of Melody's Fort-related packages removed and a new package added to the NPC companion called the "StayThef*#@Still" package, which tells him to sandbox around his X marker with a radius of 10 and "wander" actually unchecked. He's still walking away. - Upon entering the trigger box, only the NPCs I created are disabling. Siri and Melody will not disable, and run around the X marker inside the trigger box looking dumb. The script for the trigger is pretty simple, it's just Begin OnTriggerEnter FortSiriRef FortSiriRef.Disable Endbut she won't disappear. Neither will Melody, using the same script. Works like a dream for all the NPCs I created myself, though. Any ideas? Link to comment Share on other sites More sharing options...
ashtonlp101 Posted January 17, 2021 Share Posted January 17, 2021 Does she have an enable parent? Link to comment Share on other sites More sharing options...
McFearo Posted January 17, 2021 Author Share Posted January 17, 2021 Does she have an enable parent?Just checked, looks like she does. Link to comment Share on other sites More sharing options...
McFearo Posted January 17, 2021 Author Share Posted January 17, 2021 (edited) Okay, I looked over the GECK wiki and found out what an enable parent is and went ahead and set it to None on Siri and Melody so now they'll disable as they should... if Melody will go to the disable box. Unfortunately she takes off running towards the Fort instead of towards the marker I gave her. No problems with Siri though, she'll now run to the marker where she's supposed to, hit the trigger box, and disable. And Dixie is still trying to walk away from his marker. I'm herding NPC cats. Any idea how I can make them stand still? Edited January 17, 2021 by McFearo Link to comment Share on other sites More sharing options...
ashtonlp101 Posted January 17, 2021 Share Posted January 17, 2021 Is this the Siri that is in the vanilla game? If so do not mess with her enable parent. Link to comment Share on other sites More sharing options...
McFearo Posted January 18, 2021 Author Share Posted January 18, 2021 (edited) Is this the Siri that is in the vanilla game? If so do not mess with her enable parent.Are there any serious ramifications? All it seems to do is cause her to be enabled at the Fort when the player goes there from the docks of Cottonwood Cove, as the game seems to have the parent disabled by default and only enables the parent when you go to Cottonwood Cove the first time and travel to the Fort by raft. I didn't remove the enable parent itself, because it seems to enable all the Legionaries at the Fort, I just pulled it off the list for Siri herself so that she's enabled from the start. All it seems to effect is if you COC to the Fort before going to Cottonwood cove, she's there but all the Legionaries are not. Is that bad? I made note of that the parent was called so I can re-add in her reference window it if I have to. Edited January 18, 2021 by McFearo Link to comment Share on other sites More sharing options...
ashtonlp101 Posted January 18, 2021 Share Posted January 18, 2021 As long as you play test it to make sure it doesn't break anything go ahead. But I usually don't mess with any of Obsidian's things because it can cause bugs, incompatibilities with other mods, etc. I'm not going to say you shouldn't, rather just do it at your own risk. Link to comment Share on other sites More sharing options...
McFearo Posted January 18, 2021 Author Share Posted January 18, 2021 I'll keep a close eye on it and make sure it doesn't seem to affect anything, if I get any bug reports on it I'll be prepared to undo it. In other news I still haven't been able to fix the problem where Dixie and Melody keep trying to walk away from their X markers during the final phase of the quest but I found a way to make it work: Dixie now has a travel package to return to his position when the player passes a trigger I placed and that seems to be doing the trick. So he'll walk away from his marker but return there after the player talks to him. Melody still isn't obeying me on this so I just made it so that she's disabled after a certain phase of the quest when the player isn't likely to be looking at her anyway to see her disappear (they'll be talking to a stationary NPC that Melody reliably walks away from so she'll be behind them most likely). She won't be seen "exiting" the Mojave with the other NPCs like she's supposed to but at least she won't be found later in the game on her own in the wastes somewhere when the story goes that she was supposed to have escaped the Mojave with Siri and the other slaves. Creative problem solving I guess. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 18, 2021 Share Posted January 18, 2021 (edited) Did you EVP or ResetAI after giving them the new AI Package? Sounds like they are still operating under the old package. Also remember packages are evaluated "top down", so check your conditions. -Dubious- Edited January 18, 2021 by dubiousintent Link to comment Share on other sites More sharing options...
Recommended Posts