enable low level processing

Post » Mon Nov 19, 2012 5:09 am

im trying to find the setting for "low level processing" in the Ck im having trouble getting npcs to execute ai packages when the pc is not in the cell. can someone plese direct me to this setting if it does indeed exist in the CK?


thanks
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Lory Da Costa
 
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Post » Mon Nov 19, 2012 10:04 am

Doesn't exist in the CK, as far as I know (I never heard of it, anyway).

Some NPCs won't execute packages - maybe - when the Cell is not loaded (PC not in it ... though that's not always true, tends to be a few cells loaded at any one time) because they are "encounter NPCs" (and/or levelled actors).

Often these do not spawn (do not exist) until the PC enters the cell (or triggers them in another way) ... and unless the Template Actor has those packages (I think, if I remember that bit correctly).

So it might be that?


Often Aliases are used, because of this; are you using Aliases to hold your packages, and then filling the aliases with actors when needed?

Are these NPCs you created? Or are they vanilla NPCs? Do you know if they are "encounter" or "levelled" actors?
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flora
 
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Post » Mon Nov 19, 2012 4:11 am

they are npcs i created myself. i did not get them from a template or copy them from existing actors if thats what you mean. i am not sure what aliases are in the context of "holding packages" ill check it out on the wiki. could you offer a better explanation of how to acomplish this with each individual actor? i really dont want to see them scramble to get into position every time i enter the cell. i have them set to a specific level if thats what you were refering to in your last bit.

thanks
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Mr. Ray
 
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Post » Sun Nov 18, 2012 9:06 pm

Are your Actors ticked as Unique? It probably doesn't matter, but will help me understand what you're trying to do.


Anyway ... You're having trouble getting some packages to run ... what packages (travel)? Let me know which packages (or at least what they are doing), because there is a CK bug at the moment that appears to be effecting "travel packages". It also effects Dialogue and certain quests starting. You can read all about it - and our attempts to workaround it - here: http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/


From your second post, it appears characters are not in the starting position you want them to be in when you approach them. As I've wrote, this could be the "location aspect" of the Dialogue-Bug ... but it could just be that your Quest/Scene is not organising your characters early enough (you may just need a better trigger)


Post a bit more about what you are doing and I'll try to help you figure it out :smile:
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rolanda h
 
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Post » Mon Nov 19, 2012 3:16 am

yes, my actors are unique.

i have a package on each guard that tells them to travel to a patrol marker and stand there with an idle. for 2 of the actors i have them set up to return to their editor location when their shift is done
(because they do not go directly to sleep after their shift).

basicaly a rotation of 6 guards(pairs in 3 shifts) that wake up, sandbox, go hit some training dumies , then assume their possitions guarding a door. after that they travel back to their editor location and are supposed to sleep in a bed within 100 of their editor location. but i have also noticed they are not sleeping now. would it be better to somehow set each actor up with their own sleep package targeted to a specific bed?

the actors not preloading issue is only a problem when i load a save that is 1 cell away from the cell in question (havent tested it otherwise). i walk in and i see all the guards are just walking out from their editor locations to assume their various activities. when i coc from the skyrim start menu to the cell i am on whatever marker i placed last and if i go look the guards are already guarding the door

the guard package is useing "wait" the practice packages use "use weapon" and the sleep package is just a modified default one (ill have to get specifics tommarow if you need each thing the packages do. i'm not on my CK computer atm)
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Sierra Ritsuka
 
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Post » Mon Nov 19, 2012 2:46 am

OK, then you can probably sort out most of what you want ... but maybe not actually the thing you want most.

Beds/Sleeping: Technically, if there is a bed the NPC can use (Ownership) then you don't need to set each one to use a particular bed. HOWEVER, papyrus isn't always quite as clever as it thinks it is ... Reserved Furniture. When an NPC wants to use a piece of furniture, it checks whether any other NPC has reserved it. An NPC reserves a bit of furniture as soon as it realises it needs it. So, one NPC can try to use the same bed as another, find out it can't ... and then very probably standaround looking bored (rather than go find another bed). So, whilst it is time-consuming, I would set it up so they all own a bed of their own.


Packages on Loading a Saved Game: You may just find this to be impossible to solve. As you've said, if you run into that cell normally (i.e. don't load in it, or right next to it) then everything looks fine. If you do load into it, or too near to it, then the Actor-Packages have not woken up.

There is a chance that you can improve the speed at which they are "waking" ... but it depends how you set things up back-end.

Are you using a QUEST to control all of this behaviour? Or have just simply added Packages to the Actors?

A (Repeatable) Quest and Aliases would probably help you out quite a bit - not just with this, but with things further down the line - And you could then start the repeatable quest in the Game's OnInit() Event. That will currently, probably, give you the best chance that everything has started before you wander into the cell.
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Tom Flanagan
 
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Post » Mon Nov 19, 2012 11:38 am

i may have to look into that. i have not used papyrus or attempted to make quests yet. i am just using ai packages for now. i suppose if i make each npc own their own bed i can use that opportunity to change their editor locations closer to the guard positions. this wil have a better effect but its a work arround at best, ill play with it some more and post my results.
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Hope Greenhaw
 
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Post » Sun Nov 18, 2012 9:23 pm

i may have to look into that. i have not used papyrus or attempted to make quests yet. i am just using ai packages for now. i suppose if i make each npc own their own bed i can use that opportunity to change their editor locations closer to the guard positions. this wil have a better effect but its a work arround at best, ill play with it some more and post my results.
I'd recommend that you look into Quests (just do the Bendo tutorial, no need to make the actual dungeons, just do the stuff that makes the quest work. That will show you a lot of what can be done)

Also, there are a few nasty bugs in the CK, at the moment, so if something is not working as you expected - SAVE the GAME and then RELOAD IT, then continue with your testing (it will probably have fixed any bug).
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dell
 
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