NPC AI issue.

Post » Wed Jun 20, 2012 2:33 am

I've been playing around with the Construction Kit quite a lot over the past week, I've created a dungeon with about 20 custom built NPC's, pretty much the only thing I haven't custom made is the packages, they are all using defaultmaster packages, or defaultsandbox packages.

The issue I'm having is when I load into my dungeon the first time the NPC's all act normally, patrol normally, sandbox normally, investigate sounds, etc..

If I die in my dungeon and reload my save, go back into the dungeon and try again none of the NPC's will investiage any sounds, they merely stand on the spot with their weapons out going "What was that?!" etc.

If I walk right up to them they still agro on me when I come into range but no matter what I do they won't look around at where the noises are coming from, whether using arrows or something like throw voice.

Am I doing something wrong, or is this a bug?

I'm kind of losing the will to make dungeons if this is going to persist. At least the grey faces doesn't effect gameplay :(
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I’m my own
 
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Post » Wed Jun 20, 2012 6:40 am

There is a NavMesh bug which causes AI to stop functioning. A fix is being worked on, as far as I remember.
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David Chambers
 
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Post » Tue Jun 19, 2012 11:45 pm

I heard that a temporary workaround is to make the navmesh part of your mod an esm. Temporary meaning until Bethesda fix the problem. You need to set the master flag and filetype to esm.

There is another problem in that Steam Workshop will not upload esm's at the moment, but Nexus will. So if you do upload to steam, it will have to be an esp and users will have to convert it themselves unfortunately.
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Vicki Gunn
 
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Post » Tue Jun 19, 2012 3:11 pm

Thanks for the replys guys.

Knowing its not what I'm doing is good :)
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Arnold Wet
 
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Post » Wed Jun 20, 2012 5:56 am

In the future it's good practice to search your issue before making a thread about it. I'm not trying to be mean but this is a very common issue as you can imagine.
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lillian luna
 
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