Base game NPC's using Scene.

Post » Tue Jun 19, 2012 8:51 pm

I'm currently making a mod that has a scene in it with Babette/Nazir/and the Recruit's In the Dawn Star Sanctuary that are to gather around certain point(The Fireplace in Dawn Star San.) The NPC that I made starts the scene through Dialog; the scene itself starts because the NPC from scratch goes to his XMarker. However, all base NPC's do not move and just continue to do what they were doing.

I have checked their packages on the scenes constantly, tried adding conditions on their Base with no luck. So, I was hoping if you guys could give me some help (Script-wise), on what I need to do different about these NPC's since they are used for other quests.

Thanks Fellas, DuskFox.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Tue Jun 19, 2012 10:15 pm

Would like any info, it's currrently holding up my mod progression.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Tue Jun 19, 2012 6:07 pm

are all the NPCs in the sanctuary defined as actors in your scene? IIRC, there are wait conditions where you can signal the other actors to head for their positions and then have the other actors wait until they're all there?

http://www.youtube.com/watch?v=Qfcet5hf5bs&feature=youtu.be&hd=1goes through most of the stuff you would need I think?
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Tue Jun 19, 2012 5:42 pm

Yes, I have all alias's in the quest for the scene from the Dawnstar San. I've tried puting packages in the alias themselves. With no such luck. It is a issue with the Nazir etc. Seen and went over the video as well, but those are fresh npcs he's using. Thanks for your reply
User avatar
Manuela Ribeiro Pereira
 
Posts: 3423
Joined: Fri Nov 17, 2006 10:24 pm

Post » Wed Jun 20, 2012 3:14 am

There may well be an issue with Quest priority and what the vanilla NPCs are tasked to do in other vanilla quests.

Trying setting the PRIORITY of your Quest to max and see if it runs. It still might not work, because it seems an NPC (Aliased) can only have one active AI-Package controlled via a Quest (and that seems to be first come first served ... though priority might fix it).


You could fake the NPCs you want, by duplicating them and using the Dups for your Quest/Scene (then disable the dups when you are done) ... Depends what you want to do?
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Wed Jun 20, 2012 12:11 am

I have put the priority to max, with the same results. I've thought about duping the NPCs, problem is they are in the exactly room to begin with. So, we'd have 2 Babetta, etc. Prehaps disabling them for short period for dups could work. But I don't know how to script that. Lol.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Wed Jun 20, 2012 12:28 am

If the originals are already where you want them to be, then Dups isn't really a solution.

Are you sure all is OK with your Scene?

If the first move works, then it is firing. What is supposed to happen next? Dialogue?

Have you recorded your AUDIO file (and saved it?). If you are using subtitles, have you recorded enough silence, and saved it?

Some people report a bug with multiple scenes in a Quest, do you only have one?

At the very end of the dialogue, get a character to move to another marker in the room, just to see if the Scene is running to the end ...

If the NPCs are stood around, sandboxing, then I would have thought they would be able to find a gap in their Package/Priorities to run a scene, given they are already almost in place.
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Wed Jun 20, 2012 6:43 am

Yeah, my fresh NPC is firing off the Scene from dialog, moves to his point and then the orginial's are "supposed to" move to that location (Think of as it as gathering Scene). Problem is they are not ending their sandbox packages, etc. to do my quest.

I set them all up(In the scene), then tried 2, then 1. they continue to do what they are doing. It's only problematic with the Base NPC's.

I have them reference right for the alias. Audio has been recorded. Etc.
This is the only scene for the quest, so no problems there.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Wed Jun 20, 2012 7:05 am

According to the tutorials, any AI packages or actions assigned in the scene should override anything on the characters themselves (Like Sandboxing, etc...)

Can you get us a screenshot of how you've set up Naziir's actions in the scene tab?
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Tue Jun 19, 2012 6:16 pm

According to the tutorials, any AI packages or actions assigned in the scene should override anything on the characters themselves (Like Sandboxing, etc...)

Can you get us a screenshot of how you've set up Naziir's actions in the scene tab?

This is a bug then. I have scenes, and I have seen this a lot. For some reason, Actors will continue to execute their Default Packages, even in the middle of a scene...

My Example: in my mod, I have a patrol package for an actor at a particular time of day. Said actor is also part of a scene. Sometimes, if the conditon on the actor's default package is true, the actor will execute it's default package in the middle of the scene. Weird.
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Wed Jun 20, 2012 3:54 am

i1073.photobucket.com
/albums/w383/Kurashiga/DarknessScreen.png
The Basic setup.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm


Return to V - Skyrim