Always Trespassing?

Post » Wed Jun 20, 2012 7:43 pm

I've created a couple of new dungeons for an up coming mod, the first level of the dungeon marks everything as belonging to the custom faction I made (shows up as Steal ) the second level is fine, everything is take-able. The exterior of the dungeon has a couple of the quest NPCs who keep telling me I'm not allowed to be there. What am I doing wrong? Here is what I have so far:

The custom faction is set to Ally with PlayerFaction (I even tried friendly and removing the relationship altogether) - No change
The dungeon levels' locations (interior cells) belong to NONE and are checked off as public. Yet one is fine and the other is trespassing.
The exterior has the quest NPCs and the original bandit spawn (they fight when you arrive so it gives it more meaning to the quest). The NPCs tell me to leave, removing the NPCs makes the bandits no longer attack on sight but also warn me to leave 3-4 times before attacking.

I have deleted the Encounter Zones for everything, and made sure the Locations are set to public and belonging to no one. Should I also remove the map markers?

Also, strangely, one of the NPCs now always attacks me while the second one attacks and kills him (then tells me to leave :tongue: ). Both are in the same faction.



SOLVED:


Figured it out!!!!

I had to use TESVSnip to fix the exterior cell data, it had its ownership set to my custom faction. I have no idea how that got set as I don't see any option to change the ownership, even removed all of the markers from that cell and it was still owned by them.
Clearing the ownership fixed the interior cells automatically as they were set as the children of the main cell (could have also just changed their parent location to the Hold's location)

The issue with the NPCs attacking each other or me (even though they are in the same faction and are allied to me) was the result of them not properly getting their faction membership attached. A simple script on each of them that applies the faction membership and rank helps catch this small bug, and it is a bug as this happens to random members. I made 10 duplicates for testing and loading the game would sometimes get 1 or 2 soldiers to bug out, other times none. It was very difficult to troubleshoot until I checked their faction membership in-game.

Hope this helps someone.
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Jessica Phoenix
 
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Post » Wed Jun 20, 2012 3:00 pm

Did you set the relationship both ends?

So ...

custom faction -> PlayerFaction = Ally
PlayerFaction -> custom faction = Ally

?
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scorpion972
 
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Post » Wed Jun 20, 2012 7:05 pm

Yes, it goes both ways.

I saw something on the wiki about interiors being considered off limits if there is a locked door in the cell, but the opposite seems to be true as level 1 has no locked doors and level 2 has a key-only locked door.
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clelia vega
 
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Post » Wed Jun 20, 2012 8:04 pm

I have moved the npcs to the next cell over and they function properly. This is very strange. I tried to set the exterior cell's location data to PlayerFaction owned but no joy. I did notice that if I place the player into the custom faction they no longer tell him to get out, but that would break parts of the quest unfortunately. I'm going to try and remove the map marker next. Other than that I'm totally out of ideas.
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Lucie H
 
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Post » Wed Jun 20, 2012 10:17 pm

They really should make a way to create a totally new cell from scratch instead of just copying an existing one...there's probably some setting on the cell you copied to make the first one that wasn't set on the one you copied to make the second? (Just guessing)
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how solid
 
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Post » Wed Jun 20, 2012 11:04 pm

To make a new cell from scratch:

World -> Cells... -> right-click New
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Ally Chimienti
 
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Post » Wed Jun 20, 2012 4:53 pm

The exterior cell is located in the woods, it was a POI with a small bandit spawn.

Prior to the modding they were just regular bandits that attacked on sight etc, now they ask me to leave before they attack..its kinda funny.

Bandit 1: "Well look what we have here"
Bandit 2: "You're not supposed to be here"
Bandit 3: "This is your last warning"
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Dewayne Quattlebaum
 
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Joined: Thu Aug 30, 2007 12:29 pm

Post » Wed Jun 20, 2012 5:50 pm

Figured it out!!!!

I had to use TESVSnip to fix the exterior cell data, it had its ownership set to my custom faction. I have no idea how that got set as I don't see any option to change the ownership, even removed all of the markers from that cell and it was still owned by them.
Clearing the ownership fixed the interior cells automatically as they were set as the children of the main cell (could have also just changed their parent location to the Hold's location)

The issue with the NPCs attacking each other or me (even though they are in the same faction and are allied to me) was the result of them not properly getting their faction membership attached. A simple script on each of them that applies the faction membership and rank helps catch this small bug, and it is a bug as this happens to random members. I made 10 duplicates for testing and loading the game would sometimes get 1 or 2 soldiers to bug out, other times none. It was very difficult to troubleshoot until I checked their faction membership in-game.

Hope this helps someone.
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Aliish Sheldonn
 
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Joined: Fri Feb 16, 2007 3:19 am


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