Help manipulating packages

Post » Wed Jun 20, 2012 1:04 pm

My main character starts out in Dead Man's Drink in Falkreath with the default sandbox near editor location package in his AI packages. At the proper stage I need him to travel to an X marker in Helgen Keep I've set for him, then have a conversation with another of my characters, and then assume a new AI package at the fort. I'll just take a sandbox in the fort for now, although I'd like to add some patrol routes and maybe a couple more scenes, bu that can be later. For now I just want him to travel to the fort, have the conversation and then just hang out.

I'm not sure if this is the right approach, but I've been trying to set this all up via a scene. At the proper stage he equips his gear and heads out on the trip properly. But, the problem I have is that any combat along the way and after he get's out of alert status, he reverts to his default sandbox package and starts walking back to Falkreath which is his editor location. If he's uninterrupted, he makes it to the Keep like he's supposed to. So I have had to set that package to Ignore Combat which is not acceptable.

It was so easy just to removescriptpackage and addscriptpackage before, lol. Any suggestions?
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Nadia Nad
 
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Post » Wed Jun 20, 2012 12:38 am

Hi! I'm working on my follower for Skyrim and have been working through packages and getting them working so might be able to help.

What you want to do is distinguish between the packages so your actor is evaluating into the right ones at the right time (same old story) but Skyrim makes that more complicated because of the aliases v ActorREF that we are dealing with now.

I assume he is doing this as part of an alias since this is part of a scene, so, do you have the package listed on his alias page in the package list? That's the first thing you need to do if you haven't. If he still isn't recognizing it and insists on evaluating into the original sandbox then I'd suggest you add properties to the quest script for each package you want to add (travel, patrol, etc) and use those on the packages as conditions. Make sure your quest script is set up as conditional, set up those properties as conditional, and then when you set up the packages you can use the conditions and you will find them under GetVMQuestVariable. And to set the property/variable in the quest stage fragments you would add the quest script in the kmyQuest in the pull down above the fragment then use the syntax:

kmyQuest.property=1

Alia's packages were pretty stubborn and wouldn't run right unless I zeroed out the others and set the one I wanted to run at that time to 1. That's not entirely unprecedented as I would run into that into the Gecks, and you might see that here if you add more packages in Helgen; just a heads up. I wrote little functions for that rather than do all that zeroing out and setting to 1's in every results script I needed it in.

:smile: llama
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Kelly James
 
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Post » Wed Jun 20, 2012 1:29 pm

Go to your scene and click "Actor Behavior" near the top of the window...change the combat flag to "Pause" - that way when combat ends, he should continue the scene where he left off.
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Lady Shocka
 
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Post » Wed Jun 20, 2012 6:02 am

Go to your scene and click "Actor Behavior" near the top of the window...change the combat flag to "Pause" - that way when combat ends, he should continue the scene where he left off.

lol! Or maybe you should do that. :tongue:
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Eliza Potter
 
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Post » Wed Jun 20, 2012 12:42 pm

Thanks guys! Checking that combat flag did the trick and he resumes his travel package now as he should! However, now that I've made the trip with him several times, I determined that I should probably use a Follow Player package over the Travel package as there is just so dang much that can happen on that trip. That way I can set a trigger in the keep that's close to my other NPC and when entered it will start another scene for their dialog. After their dialog (and all these packages are removed) they should default back to their sandbox mode if I read the tutorial correctly. I changed that to Current Location sandbox from the Editor Location I had so I think it will work. (crosses fingers)

Right now, I'm just building the overall structure of my quest and getting all the big important stuff locked in. Then, I'll go back through and add all the fluff and tweak everything, and try to figure out how to add the patrol packages and what not.

Thanks again!

(@Llama, I was hoping you were working on another one of your awesome follower mods! Great to hear!)
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Aliish Sheldonn
 
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Post » Wed Jun 20, 2012 4:20 pm

DERP! Sitting here at the office bored (yawn), and just had a thought. Can’t AI Packages be set to run or not run by quest stages just like dialog? Is so, I could EASILY set what I need by using this method as most of the package changes I need will coincide directly with quest objectives and their related stages. Sometimes I hate being go dang ignorant of this stuff. I guess it just comes with more experience, lol.
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Laura Wilson
 
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