NPC creation problem

Post » Thu Jun 21, 2012 6:20 am

When I load up a game, my new NPC will not stand where I place him in the CK. Is there any reason why this should be happening or how I can stop it happening, please?
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Jinx Sykes
 
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Post » Thu Jun 21, 2012 8:03 am

I also have items falling through the new furniture. What I mean is I have a box of veg that shows the veg inside the box in the CK but when I load up a game the veg has fallen through to the floor beneath. For the above, I've even created a marker for the NPC but he still won't stand where he shows in the CK. There's also other items mis-aligned in-game compared to their position in the CK and I even had one item completely bounce off a table after it was placed there in the CK. Why is all this happening, please?
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Sylvia Luciani
 
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Post » Thu Jun 21, 2012 3:55 am

I have also noticed these problems, and I'd love to know what happens there too. In any case, one way to keep things from falling through furniture is not to place it on the surface, but a foot or so above the table. Unless you ahve "Dont havok settle" checked, it should fall to the surface when the cell loads.
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{Richies Mommy}
 
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Post » Thu Jun 21, 2012 10:42 am

Link the actor to a Idle Marker or use a package to stay at or near a marker.
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OJY
 
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Post » Wed Jun 20, 2012 10:15 pm

I can't get it to work and Darkstalker's reply is far from clear. I've selected a linked ref of "isLeanTable", selected the table I want him to lean against as the reference and it still doesn't work. He stands in front of the table doing nothing.
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Lucky Boy
 
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Post » Wed Jun 20, 2012 11:47 pm

Can anybody please help?
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Claire Jackson
 
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Post » Thu Jun 21, 2012 5:12 am

Try using a package instead of a linkedref.
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Chris Cross Cabaret Man
 
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Post » Thu Jun 21, 2012 4:03 am

Edit: I've figured out what a package is, but specifically which package, please? He's a new vendor so I want him to stand behind his counter and not move.
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BaNK.RoLL
 
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Post » Thu Jun 21, 2012 5:36 am

It would help if I knew what a "package" was. That's not covered in the tutorial so I'm trying to figure most of this out as I go along.

http://www.creationkit.com/Bethesda_Tutorial_Packages
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Céline Rémy
 
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Post » Thu Jun 21, 2012 8:02 am

Thanks. What about the issue with veg falling through the box?
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Danielle Brown
 
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Post » Thu Jun 21, 2012 10:44 am

Thanks. What about the issue with veg falling through the box?
As I said, place the vegetable above the box rather than letting it "fall" on the surface in CK. Should fall according to gravity when the cell loads.
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Ryan Lutz
 
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Post » Thu Jun 21, 2012 2:15 am

As I said, place the vegetable above the box rather than letting it "fall" on the surface in CK. Should fall according to gravity when the cell loads.

With respect, do you think I'd be asking for help if that worked? I tried both that and selecting "Ignore Havock physics" (or whatever the tick box is called). They're not simply falling through furniture, they're moving position laterally. I'm working on some additions to Whiterun. The market stall there that sells veg has its veg moved to the right so the Leeks are under the box that should house the Tomatoes and the Tomatoes are one box width to the right of the Leeks. Similarly, I have a stack of Cheese on a counter in the Creation Kit but when I fire up a game the Cheese has moved laterally to the right (again) so half the stack is on the floor, the other half on a different stall. Finally the Kettle (black pot) that should be in front of the Veg counter, whilst showing in the correct location in the Creation Kit, actually has moved over to the Well. I know this isn't a problem with my save because if I deactivate the mod, everything is in the correct location.
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Sammie LM
 
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Post » Thu Jun 21, 2012 3:05 am

With respect, I had none of that information when I posted.
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Alyesha Neufeld
 
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Post » Wed Jun 20, 2012 9:24 pm

Fair to say but now that you do, do you know why this is happening?
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Iain Lamb
 
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Post » Wed Jun 20, 2012 9:24 pm

Could somebody please help me, because nothing I do seems to work. I've followed the tutorial for packages and added the Eat and Sleep packages listed in it. The thing I don't get is it says "Eat [or sleep] at Editor location within 500" but how do I assign a specific editor location?
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Red Sauce
 
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Post » Wed Jun 20, 2012 11:40 pm

Bump.
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k a t e
 
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Post » Thu Jun 21, 2012 11:16 am

For actors I guess you could create a sandbox package with a radius of 0 or 1 near editor location. Might work.
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Lavender Brown
 
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Post » Thu Jun 21, 2012 9:51 am

No I don't mean that. I mean how do I assign the editor location? Here's an example scenerio:

I create a new Market Merchant. I want him to get up and have breakfast. I then want him to walk to his store and stand there until 6.30 p.m. where upon he leaves and goes home, eats then sleeps for 8 hours.

Now the tutorial covers how to do that yet does not explain how to set the editor location. It simply shows you how to add the associated packages. Adding the packages is easy but not worth a damn unless I can assign where it is he eats and sleeps.That's the bit I can't figure out. As it stands following the tutorial, the Merchant simply stands there forever doing nothing.
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Carlos Vazquez
 
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Post » Thu Jun 21, 2012 2:51 am

No I don't mean that. I mean how do I assign the editor location? Here's an example scenerio:

I create a new Market Merchant. I want him to get up and have breakfast. I then want him to walk to his store and stand there until 6.30 p.m. where upon he leaves and goes home, eats then sleeps for 8 hours.

Now the tutorial covers how to do that yet does not explain how to set the editor location. It simply shows you how to add the associated packages. Adding the packages is easy but not worth a damn unless I can assign where it is he eats and sleeps.That's the bit I can't figure out. As it stands following the tutorial, the Merchant simply stands there forever doing nothing.

The editor location is literally where the actor is placed within the CK. You can't set it except by moving around the object.
You need to use things other than editor location like a reference to make him sleep. For example, you could make a Sleep package that points to a specific bed so that he always goes to sleep in the same place.
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Andy durkan
 
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Post » Thu Jun 21, 2012 7:17 am

Oh, so if I want him to go from A to B I have to make a custom package stating go from A to B and then add the default eat and sleep packages?
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Nikki Lawrence
 
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Post » Thu Jun 21, 2012 4:28 am

Oh, so if I want him to go from A to B I have to make a custom package stating go from A to B and then add the default eat and sleep packages?

eat and sleep procedures
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Shelby McDonald
 
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Post » Thu Jun 21, 2012 10:43 am

Never mind, figured it out.
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Cassie Boyle
 
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Post » Thu Jun 21, 2012 1:34 am

I've got it working in the most basic sense but how do I specific a location within a cell? Bearing in mind this is just experimentation by me for now, I've selected him to go to the Banded Mare. At the allotted hour off he trots to the Banded Mare and then sits in the back ground floor bedroom. What I want is him to be in the main area. So how do I do that, please?

Make an idle marker for him wherever you want him standing, and then make the package target that. First a travel procedure, and then Idle.
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Jonathan Windmon
 
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Post » Thu Jun 21, 2012 12:15 pm

Yeah, figured that out. Now I need to figure out why he won't leave. Surely the ale's not that good? :tongue:
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Carlos Rojas
 
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Post » Wed Jun 20, 2012 10:21 pm

Unfortunately, your NPC has fallen off the wagon.

www.creationkit.com/KnownErrors/alchoholic_NPCs

But to answer your question, an NPC won't stop doing a package until it has a reason to. You have to make some condition untrue for him to stop. For example, if you set your game time to require that he only do it before 2 and 6 PM, he will.
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Sara Johanna Scenariste
 
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