I created a spell that summons a wolf NPC with a specific AI package that allows him to do only one thing and ignore all combat. If I place him in the game world, he follows the instructions. If I create a script using PlaceActorAtMe() that spawns him and attach that to a MGEF and subsequently attach that to a spell and cast it, he follows the instructions. If I create a magic effect of type 'Summon Creature' and then cast it, the 'Summon Creature' spell seems to override his AI packages and applies some default "Summoned Creature" AI package that is not visible in the editor because it isn't present until run-time.
This is problematic for a few reasons:
1) PlaceActorAtMe doesn't always put the ref in FRONT of the player. I use a RegisterForSingleLOSLostUpdate() function on the actor as soon as he spawns, so this immediately triggers the scripted OnLOSLost() event if he spawns just outside of the player's view, which KILLS HIM.
2) The utility of the spell relies on the AI package assigned to the Actor.
Can anyone point me in the right direction or provide some guidance on how I could handle this problem? I spent a good three hours working on the LOS issue alone last night and learning the CK and Papyrus is frustrating enough as it is.

