Return of the invisible NPCs...

Post » Wed Jun 20, 2012 6:56 pm

OK, I was creating some NPCs for a quest, and I made a copy of an existing NPC (one of the "Nobleman" NPCs - DB09Noble2 to be exact) and put the copy (is a new actor with a different name) in a cell for testing, and he's not there...he's not set as disabled, and I didn't change any of his base data other than getting rid of the AI data and slapping a beard on him.

Why is he invisible? Do I need to edit the vanilla RedguardRace or something? I wouldn't think I would need to modify every single Redguard in the game in order to make one guy visible.
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electro_fantics
 
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Post » Wed Jun 20, 2012 4:11 pm

So he's still invisible. As far as I can tell he's a standard Redguard guy, with no strangeness going on in his actor. I really don't want to have to create a new race for every single character I want to create so I can set the armor race and morph race manually for them...
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chloe hampson
 
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Post » Wed Jun 20, 2012 6:15 pm

when you say he is invisible, you mean you can interact with him and hear him just not visibly see him?
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Shae Munro
 
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Post » Wed Jun 20, 2012 11:21 pm

when you say he is invisible, you mean you can interact with him and hear him just not visibly see him?

I mean he's just not there at all. He's like the invisible skelletons in the earlier thread...why does this always happen if you copy an existing actor instead of creating one from scratch? If you make one from scratch using the exact same parameters, they're just fine, but if you want to copy DB09Noble2, or AmaundMotierre, or whatever, you have to create a custom race that sets the morph race or they don't turn up.
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Gracie Dugdale
 
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Post » Wed Jun 20, 2012 11:02 pm

i don't know. i never had this problem before. and i copied existing NPC's to make new ones without ever touching races.

are you sure you are not experiencing navmesh bug? or do you have a navmesh finalized in the cell before testing? also you did remove all of their existing ai packages yes?
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Laura Tempel
 
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Post » Wed Jun 20, 2012 1:20 pm

Removed all AI packages...and of the 5 NPCs in the room, 2 of them (which I put custom races on with morph races set) are there, and 3 of them (Which I didn't) are not. So clearly it's a problem with the NPCs, not navmesh.

And while they are copies of Unique Actors, they are copies, and thus are their OWN unique actors.

And while the workaround does appear to work, I'm trying to figure out why it's needed at all.
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Monika
 
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