How to make an NPC stay in one position

Post » Wed Jun 20, 2012 1:30 am

Hi all

I placed a new NPC (Flame Atronach) above a fire, for a floating effect. She is in the position I placed her once I go in game, but if I pass time, or load in and out of the cell, she is no longer where I palced her. She moves to the ground away form the fire, how can I keep her above the fire, in the exact same position?

Thank you in advance!

LB
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Breautiful
 
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Post » Wed Jun 20, 2012 3:55 pm

why don't you place a marker there and give her an ai package to stay at the marker
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He got the
 
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Post » Wed Jun 20, 2012 6:48 am

You could also make an island in your navmesh with no connection to the area outside the fire, so it couldn't leave.
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Robert Garcia
 
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Post » Wed Jun 20, 2012 5:59 am

why don't you place a marker there and give her an ai package to stay at the marker

Good thought! I have been trying that very suggestion, but I am not sure how to do it correctly...How do I associate the NPC I made to that marker?
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Tyrel
 
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Post » Wed Jun 20, 2012 5:46 am

you can set the ownership of the marker to the npc, and point the stay package to the marker as its location reference. this way no other npc can use it


You could also make an island in your navmesh with no connection to the area outside the fire, so it couldn't leave.
if mannequins are anything to gauge by, i dont think this will work. they have strange tendencies to tiptoe off while youre not looking, regardless of navmesh
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JR Cash
 
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Post » Wed Jun 20, 2012 6:28 am

Is "setting ownership" the same as putting in the "refrence editor ID" when clicking on the marker?
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Angela
 
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Post » Wed Jun 20, 2012 1:47 pm

Well for the AI version, copy the NPC and replace the AI packages with one package, a "Travel" package that tells it to travel to a reference to your fire. At the very least, it won't go far from it if it does move. If you really want to lock it in, put collision planes around it's feet, tall enough that it can't "jump over", but short enough so the player can attack it if he wants.
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Sarah Unwin
 
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Post » Wed Jun 20, 2012 6:37 am

How do I set collision planes? Thanks for all the help everyone!
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Heather M
 
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Post » Wed Jun 20, 2012 7:32 am

How do I set collision planes? Thanks for all the help everyone!
well technically they're very thin Collision boxes...in your cell, create a collision box, scale the thickness to http://www.youtube.com/watch?v=HJZPzQESq_0 and rotate it into position...3 or 4 of them should box your Atronoch in.
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StunnaLiike FiiFii
 
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Post » Wed Jun 20, 2012 3:11 am

I usually give them a copy of the "DoNothing" package. For some reason the actual "DoNothing" doesn't work, so make a copy.
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Monika Fiolek
 
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Post » Wed Jun 20, 2012 3:23 am

No AI package seems to work, she remains off to the side of the firepit... not sure what is going on. Is there something else I am missing in the actor base editor?

EDIT: Got it working with a xmarkerheading! Thanks for everyone's help, I really appreciate it.

One more item, is there a way to get rid of that small flame under her feet? It is a 2-D sprite and it does not look good when she is over the fire? Is it possible to delete it?
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Svenja Hedrich
 
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