NPC skips through half of level.

Post » Wed Jun 20, 2012 11:01 am

I'm experiencing an odd issue, and I fear it may just be the engine. I have an NPC escorting the player, but upon entering a dungeon from my worldspace, the NPC is like halfway through it instantly. The player then has to walk down a few hallways and kill an enemy or two, then finds the NPC, who then continues normally. This happens about 9/10 times, the other 1/10 being that the NPC is actually at the entrance like they should be.

Is there anything I can do to prevent this, as it's just really weird and immersion breaking. I don't recally this happening in either Fallout, so hopefully it can be fixed...

Thanks,
Alexander J. Velicky
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Lew.p
 
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Post » Wed Jun 20, 2012 6:35 pm

Are you sure the portals are linked correctly? http://www.creationkit.com/Bethesda_Tutorial_World_Hookup
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Mandi Norton
 
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Post » Wed Jun 20, 2012 3:14 pm

Are you sure the portals are linked correctly? http://www.creationkit.com/Bethesda_Tutorial_World_Hookup
Yeah. It's not a hooking things together issue. I've also checked my navmesh vigorously, that shouldn't be the cause. I think it's running his package while he's out of the players loaded cell, so he wanders partially through the cavern, when really he shouldn't be unless the player waits like 15 minutes to enter after him. Though even then he should wait by the entrance...
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Eilidh Brian
 
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Post » Wed Jun 20, 2012 7:52 pm

Try setting a "get in same cell as player" condition on the package.
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Tamara Primo
 
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Post » Wed Jun 20, 2012 7:15 pm

Try setting a "get in same cell as player" condition on the package.
That wouldn't work because then if he is in another cell, he would just resume his normal packages... :/
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Jessica Phoenix
 
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Post » Wed Jun 20, 2012 10:51 am

Put a tiny extra package right below the 'get in same cell as player' one that makes him hold position right inside? with same conditions as main package with the addition of 'not in same cell'. If it's executing packages when it shouldn't and you can't beat it, may as well join it and play it's game.

Sounds very not clean, but I'd expect it might work. Alternatively of course you could slightly restructure whatever quest or something you are using to track stages and not have him move till the player zones in and activates a trigger. That one sounds 'cleaner' but not as masterful lol. If that makes any sense.

I share your feeling that it's the unpredictability of how packages are executed... with the vague explanation that 'those far from the player evaluate their packages less often from those next to the player' I guess we're just supposed to plan for said unpredictability.
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sophie
 
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