Some Newbie Questions

Post » Thu Jun 21, 2012 1:08 pm

Edit - Hit enter when entering tag.

Okay I have some questions.

How would I go about moving NPCs, Items, and Spells from one mod I've made to another?

Will things like custom factions transfer with the NPCs? If I copy a merchant and his chest from one mod to another will they remain linked?
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Annika Marziniak
 
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Post » Thu Jun 21, 2012 7:07 am

As to your latter question, I have no idea.

As far as moving things from one mod to another, you have to options. You can use TESVSnip (which I recommend) or you can load your old mod as a plugin and your new mod as the active file, then duplicate the item from the old mod you want, and then save. Baddabing.
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cosmo valerga
 
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Post » Thu Jun 21, 2012 4:34 am

Another question. Regarding AI Packages.

Eventually I'll have several NPCs populating my multi-cell underground village. I want them all to have various lives that they go about living while I'm there and away. Several of these NPCs will be merchants. And when it's time for them to work I'd like them to stay in certain areas but not be stuck in one position the entire time. For instance, The barkeep should stand behind his bar and move from the CounterLean markers to the UseKeg (was part of theives guild quest) to maybe sitting on a barstool on his side of the bar. I don't want him wandering over to the tables in the tavern area or sitting on Customer barstools. Help with this will help with the other merchant-types I have because they are in a communal market area.

The other part of this would be, how do I keep non-merchant-type NPCs from Sandboxing behind the bar/counters?

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Also, is there a way to Easily and SAFELY move an entire map so that 0,0,0 is in a different place. I did a redesign of my cell and the entrance/COCMarker are no longer at 0,0,0. 0,0,0 is inside the building but not where I want it. If it can't be done easily, and I don't do it the hard way, will this screw up something?
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Nikki Morse
 
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Post » Thu Jun 21, 2012 1:01 am

Still waiting for an answer on the above question.

But, I have a new question. How many NPCs, maximum, can operate in an interior cell at any one time? Is it a hard limit or just a good rule of thumb? Do Room Markers help this?

For instance, InteriorCell01 will have 12 Room Markers. Barkeep and Bard will stay in the TavernRoom, until they travel home to another cell for the night. Cook will be in the KitchenRoom, until she return home for the night. The Barkeep's Daughter will travel between the KitchenRoom and the TavernRoom regularly. Toss in a Guard patrolling and 2-3 Guards eating/drinking. Plus the some other customers and things can get busy in just one RoomMarker.
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Matthew Aaron Evans
 
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Post » Thu Jun 21, 2012 11:10 am

http://www.creationkit.com/HoldPosition_%28Package_Template%29
http://www.creationkit.com/Category:Packages

But, I have a new question. How many NPCs, maximum, can operate in an interior cell at any one time? Is it a hard limit or just a good rule of thumb? Do Room Markers help this?

As much as you put in only limited by your CPU.

About packages: You'll need to priorize packages (put them at the very top) inside the actor in order to make them do what you want.

But, I have a new question. How many NPCs, maximum, can operate in an interior cell at any one time? Is it a hard limit or just a good rule of thumb? Do Room Markers help this?

Yes, drag a box around everything, right klick, edit and enter new coordinates. Or you just manually copy/paste cut/paste it into the new location.
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Rhysa Hughes
 
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Post » Thu Jun 21, 2012 6:15 am

http://www.creationkit.com/HoldPosition_%28Package_Template%29
http://www.creationkit.com/Category:Packages



As much as you put in only limited by your CPU.

I'm guessing i'm going to need to modify the hold position package so the barkeep will sandbox behind the bar properly.

About packages: You'll need to priorize packages (put them at the very top) inside the actor in order to make them do what you want.
I saw that in another tutorial but thanks for the reminder.


Yes, drag a box around everything, right klick, edit and enter new coordinates. Or you just manually copy/paste cut/paste it into the new location.
Won't that just stack everything I select into position 0,0,0? If not how does the Creation Kit know which selected piece goes into posiiton 0,0,0? I suppose I could just move everything a bit out of the way of position 0,0,0, then move the piece I want to be at 0,0,0 and then select everything else and drag it into position manually. But then I'll have to go through and make sure everything snapped to grid properly.
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Siidney
 
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Post » Wed Jun 20, 2012 11:06 pm

Edit: Thanks for the help so far. Having one thread to look up my issues is helping a great deal.

Another set of questions, regarding fish and NavMesh.

I have a fountain in my interior cell. I want to have little fish swimming around in it.

1) Where do I find the fish that will swim around in my fountain in the CK. I'm assuming it'll be under Actors, or do I have to use some sort of Critter Spawn thing. Please be specific as there seemed to be multiple fish actors with all sorts of icons and text before and after their names when I was looking.

2) I'm assuming that they'll need NavMesh of the water type to swim around in side the fountain. But as the wall of the fountain is at about waist height I don't want NPCs climbing over the fountain and getting stuck. So how do I do one NavMesh but set Properties on the triangles to make parts water and parts inaccessable(the wall) or do I do one red NavMesh around the fountain and one NavhMesh inside the fountain? I don't want to put collision boxes around the fountain because I want to be able to harvest the fish and have them respawn.
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Ownie Zuliana
 
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