NPC creation problem

Post » Thu Jun 21, 2012 1:45 am

OK, I'm looking at Whiterun, and if he's running into the post in front of Arcadia's, you might consider moving his vendor stand a little more towards the center of the courtyard area. It's not necessarily important at this moment, but you will want to edit the vanilla navmesh for his stand at some point. That, and moving it away from the obstacle might help you with that part. As for leaving the Bannered Mare, where exactly is his house outside of Whiterun located? That behavior does sound kinda wonky.

Opposite Owl Pearch Inn. I initially thought it was trying to take the most direct route but there's no way, if anything it's headed in the opposite direction. Aye on the stand, I know that. Nonetheless it's the same issue that prevents an NPC from jumping over a pebble. Piss poor coding.


I too think you may have a navmesh issue ... And some of those are impossible to fix (without a fix from Beth) - But, that said:

If you made the house yourself, did you "adjust" the navmesh after placing the doors in and out of it?


Well like I said, I didn't touch Whiterun's navmesh. As for the house, no, I didn't alter the Navmesh. I didn't need to. I would buy the navmesh issue if he exited Whiterun and was stuck outside his house but he's not, Whiterun is in its own self contained world and the house is in another self contained world. It's a pathfinding issue. The AI seems incapable of navigating its way between worlds or around minor obstacles.
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CORY
 
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Post » Thu Jun 21, 2012 2:11 am

This may sound like a convoluted solution, and it sort of is. But one thing you might experiment with are a couple more packages that guide him home on a specific route. You can use the standard red x-markers as locations for him to walk to, almost like setting up a patrol route. Start in the courtyard where his stand is, and place one there, maybe another heading down the hill towards the main gate and so on. Just make him stop and idle a few minutes at each marker on his way out the main gate. I’m at work right now, but when I get home, I’ll recreate your setup and see what I get. I have a personal house mod already built, so it won’t take any time to make a NPC and give him some basic AI to follow.

Also, where is Owl Perch Inn?

And you're not running any other mods while testing, right?
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Syaza Ramali
 
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Post » Thu Jun 21, 2012 7:50 am

forum ate my post .... not typing that again ... ;)

but I know Hall of the Dead to and from Whiterun Bridge (inc internal) is all OK (was the short version).

I'll also test a patrol around that area to check if anything odd occurs.
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Josephine Gowing
 
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Post » Thu Jun 21, 2012 6:17 am

This may sound like a convoluted solution, and it sort of is. But one thing you might experiment with are a couple more packages that guide him home on a specific route. You can use the standard red x-markers as locations for him to walk to, almost like setting up a patrol route. Start in the courtyard where his stand is, and place one there, maybe another heading down the hill towards the main gate and so on. Just make him stop and idle a few minutes at each marker on his way out the main gate. I’m at work right now, but when I get home, I’ll recreate your setup and see what I get. I have a personal house mod already built, so it won’t take any time to make a NPC and give him some basic AI to follow.

Also, where is Owl Perch Inn?

And you're not running any other mods while testing, right?

Owl Perch in is immediately West of Whiterun Stables. As for mods, it's a modded game but the mods are disabled. I'll try a clean installation for testing purposes. One thing I have noticed is after that first run where he exited Belathors and walked back and stopped, that's now changed. He just repeatedly enters and exits Belathor's. That said, something just occurred to me. The interior of his house was cloned from Belathor's, at least in terms of general space, specifics where substantially changed, but the Creation Kit reference and Name are completely different with no reference to Belathor's in either case.
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Dan Stevens
 
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Post » Thu Jun 21, 2012 12:28 pm

Owl Perch in is immediately West of Whiterun Stables.

Must be something added by a mod, cause I've never seen it in the vanilla game, and it's not listed on the USEP list of Inns.

That said, something just occurred to me. The interior of his house was cloned from Belathor's, at least in terms of general space, specifics where substantially changed, but the Creation Kit reference and Name are completely different with no reference to Belathor's in either case.

BINGO! That's probably it. I remembered an old thread from a few weeks ago and found this for you:
http://www.gamesas.com/topic/1370860-map-marker-is-pointing-to-the-wrong-location/ )

"when you added the doors (to your NEW home), did you finalize the navmesh?

because if you duplicated the cell (Belethor's) with the same navmesh, even though the navmesh itself becomes a new reference object (in your new house), the nav info most likely still has info that points to Belethors store.

so when the AI package calculates the shortest distance to your house, it will point to the original store, since it thinks the house is still located in Belethors store due to the false navmesh info

finalizing the navmesh for your house interior AND exterior will update the info and place it in the correct location in the world"

Edited by me for clarity

(crosses fingers for ya!)
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Monique Cameron
 
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Post » Thu Jun 21, 2012 10:44 am

Yup, finalising the Navmesh seems to have fixed that issue. Thank you very much for all your help. What about the merchant not showing certain items placed in her chest? To recap, I basically put Stews and Soups in there along with Bread. The bread shows, nothing else does. So to test I put a selection of armour, books and other types of food. The meats and bread show, armour and books didn't. I've tried deleting the merchant chest and creating a new one but that didn't work.
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Ross Thomas
 
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Post » Thu Jun 21, 2012 9:38 am

Yup, finalising the Navmesh seems to have fixed that issue. Thank you very much for all your help.

No problem, glad I was able to help you figure it out. :goodjob:

As for the other, I'm afraid I'm not a lot of help as I haven't delved into merchant creation yet. However, if I get a little extra time over the weekend I'll poke around and see if I can come up with anything.
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Betsy Humpledink
 
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Post » Thu Jun 21, 2012 3:26 am

Have to get on my soap box for a minute.

Keep in mind that no one here is a Bethesda employee. No one is obligated to read or respond to anyone else who posts here. I know you're frustrated, I've been there myself (many times), but http://www.gamesas.com/topic/1370905-npc-creation-problem/page__view__findpost__p__20737108 doesn't foster a sense of community.

*Mofakin* came off snippy but he did have a point. Many people here have taken time to read, learn, and experiment. So when someone else posts about wanting instant answers and thorough explanations, it doesn't sit well with this community. More plainly: drop the entitlement. Balok has been incredibly generous with his time and you cannot expect such help with every issue you encounter.

Nonetheless it's the same issue that prevents an NPC from jumping over a pebble. Piss poor coding.

I completely disagree with you. This game was released simultaneously on three different platforms, world-wide, on-time, with no major game play issues. On any scale or comparison that is AMAZING.

Entirely above and beyond this, they released the very tool they used to create the game to the public for free!! Name one other major game publisher that has done this. Bioware? Ubisoft? Blizzard? Square Enix? Nope.

To be brutally honest: you created the bug. You added a brand-new NPC along with a vendor stand. This "Owl Pearch Inn" is not a Bethesda-created location. You admitted to copying and thereby creating a 2nd Belethor's store. You're to blame for the NPC being confused.

That said, it's not entirely your fault. The CK doesn't have full-fledged documentation. We can't talk to the developers and/or designers to get help. But all this is part of the fun. The CK is like a new game within Skyrim. To get in there, tinker, reverse-engineer, and make the game do things your way. The whole sandbox thing. If you're not having fun doing this and "weird bugs" anger you, you should stop now. You're only going to get more frustrated.

When posting please remember: we're all in here with you. Don't take frustrations out on us. And don't look at these odd behaviors as problems. Look at them as challenges and an opportunity to learn more about how Skyrim works.

Wow, this got long. And it's not all you Ulrik. I've seen a few other similar things and your post was the proverbial last straw. I apologize for the wall of text.

ANYWAY.

What about the merchant not showing certain items placed in her chest? To recap, I basically put Stews and Soups in there along with Bread. The bread shows, nothing else does. So to test I put a selection of armour, books and other types of food. The meats and bread show, armour and books didn't. I've tried deleting the merchant chest and creating a new one but that didn't work.

From your description it sounds like your vendor is only using recognized food items. As *Mofakin* mentioned above, the answer is on the http://www.creationkit.com/Creating_a_Merchant under "Create a Faction." You'll need to add the appropriate Keywords to any custom items.
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Samantha Pattison
 
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