Question about NPCs behavior

Post » Wed Jun 20, 2012 1:10 pm

Hi everyone,

I'm totally new on this forum, and even not an english speaker. I searched for my answer in many tutorials; official or not, but in vain. My question is the following one :
How to make NPC doing actions such as sleeping, bruching the floor, hanging a mug and so on ? In official tutorial I learned how to make them move and do simple actions (mainly to use crafting things) but nothing about what I want, and it is in my opinion what brings an NPC to life. I fear I need to use the papyrus script, thing I am absolutly incapable to do.

Hope my explanations were clear enough, I did my best to translate.

Thx in advance for reading and answering,
Good night/morning =]
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Dan Stevens
 
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Post » Wed Jun 20, 2012 6:59 pm

Welcome to the boards :)

What you want are called "AI Packages": http://www.creationkit.com/Bethesda_Tutorial_Packages

There are also some Video Tutorials, in the Sticky at the top of the board that relate to them.

Good luck
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Claudia Cook
 
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Post » Wed Jun 20, 2012 1:47 pm

In addition to the packages you will also want to use Idlemarkers so that when you have a sandbox package running, your npc will use the markers. These include a sweep marker as well as lean/drink/cook and many other actions. The markers can be found in the Miscellaneous/Idlemarker section in the CK.
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Betsy Humpledink
 
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Post » Wed Jun 20, 2012 8:07 pm

Oh, thank you both. I didnt look in quest Tutorials, thought it wasnt the subject :tongue:
I'll try to understand all of that =]
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Maya Maya
 
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Post » Thu Jun 21, 2012 3:26 am

Sadly some points are remaining blurry in my lil newbie modder head. I understood how the AI packages are working, and my actor is doing the actions I put in its shedule, almost. Therefore, and about the special idlemarkers I found, I noticed I cant use them as linkref. So here is my question :

How to make an actor using special idlemarkers while the sandbox is active ?

And second question relative to the first one : What if my actor has to pass from a room to another with a load door, in order to sleep ?

I saw that when the time came for the NPC to sleep, it was stucked and the sandbox started again. I guess I have to say it where to sleep with a marker ?

Thx for reading and answering =]
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Kit Marsden
 
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Post » Wed Jun 20, 2012 9:27 pm

Not sure on your first one, but you may find that a schedule does conflict with something else you want the actor to do. Are you trying to use the actor in a quest? Packages have priorities and if an action is part of a quest (where the actor is an alias) that has the highest priority of all. So it depends exactly what you are trying to do? (If you add a "sweep" marker and include "sweeping" from the basic home-owner package, the NPC will go to the sweep marker and do some house-cleaning - as long as sweeping is in its package).


The second one: The sandboxing packages are "local", so if there is no bed in the room/house in which the NPC is currently sandboxing, then it won't sleep.

If you want an NPC to go somewhere new to sleep - like an inn - then you must setup a travel schedule to the sleep room (so, "Leave for Inn at 8pm"), with a marker in it, and then add the sandbox "sleep" package after the travel event.

Sometimes it's all a bit complex ... ;)
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Racheal Robertson
 
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Post » Wed Jun 20, 2012 4:56 pm

I'm not trying to use actors in a quest atm, only to make my mod, which is a nordic player house, more alive by adding an handmaid, some guards in patrol, dog, and so on =]

For the travel schedule, I clicked "Place to Travel", then set the package to "Near Reference" and selected my Xmarker in the bedroom. The actor should have open two doors, and reach the marker, or did I miss something ?
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MARLON JOHNSON
 
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Post » Thu Jun 21, 2012 1:18 am

Is the bed owned by the NPC?
Is the bed owned by anyone at all?

If No and Yes, then that might be your problem ... No valid bed to sleep in.

On travelling - I never tried it to a room next-door, only to a different cell ... But I would think it should work OK (it's just go stand at XMarker, I have done that as part of a scene ... which need quests)


[and - last time I write it - your "fancy" house-mod is an ideal candidate for a little controlling quest ;)]
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Star Dunkels Macmillan
 
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Post » Thu Jun 21, 2012 5:09 am

Well, I now have less and less issues on my package stacks, I guess I'll manage to make one without any quite soon :P
Thx for your time and answers =] You gave me some useful tips
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Jeff Tingler
 
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