Useless stupid drunk NPC not following his AI Package schedu

Post » Wed Jun 20, 2012 6:27 pm

Hi all !

I created a custom NPC, who is supposed to spend half the day drinking in the New Gnisis Cornerclub, and the other half of the day 'sandboxing' in a custom dungeon i created.
In both case, he's following a simple "sandbox" AI Package, where he's allowed to sandbox on a 512 radius around an x-marker i placed in the club/dungeon. Everything is scheduled correctly.

Anyway, my NPC behaves correctly the first 12 hours (in the Cornerclub), drinking like there's no tomorrow, but when he's supposed to move to the other x-marker (my dungeon), he stands still and don't move until it's time for the first package to execute again.
Am I missing something ? I don't know if it's a navmesh issue, since every enemy in the dungeon patrols correctly (and vanilla Windhelm is 'navmeshed' correctly i suppose :))

Thanks ! ;)
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Philip Rua
 
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Post » Wed Jun 20, 2012 3:10 pm

So to be clear, he goes to the dungeon, but just doesn't move? And you said you had that area where he's standing navmeshed at least a little? All the options like 'use special furniture' and whatnot are fine as well?
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Lynne Hinton
 
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Post » Wed Jun 20, 2012 6:00 am

No no, he never leaves the cornerclub; when he's supposed to leave, he stands still in the cornerclub for the next 12 hours, and then goes back to drinking (since the first sandbox package executes again).
So he never even tries to go to my dungeon (which is fully navmeshed, yep). All the package options are the default ones, he's allowed to use any kind of furniture, etc.
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Andrew
 
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Post » Wed Jun 20, 2012 7:22 pm

It's probably due to the navmesh bug. As soon as the player travels away from that area....your custom navmesh disappears, and reverts back to the vanilla navmesh. Your drunk probably doesn't have a path to the dungeon anymore when the bug kicks in.
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Natalie J Webster
 
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Post » Wed Jun 20, 2012 12:46 pm

But, if it's the navmesh bug, he should at least try to get there, no ?
I mean, it's all vanilla navmesh between the cornerclub and my dungeon. The custom navmesh is only inside the dungeon.
If it's the navmesh bug, isn't he supposed to walk through Windhelm correctly, walk a bit in Skyrim and fail to enter the dungeon ?
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ONLY ME!!!!
 
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Post » Wed Jun 20, 2012 7:55 pm

You would think that...but you never know. :) I don't even attempt to get my npc's to move around with the navmesh bug, except for a very small radius around their spawn point. Otherwise they're dancing in fountains, playing in campfires, and hanging out on rooftops.
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Chantel Hopkin
 
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Post » Wed Jun 20, 2012 2:37 pm

Did you actually assing your dungeon as a destination for the package?
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Sophie Miller
 
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Post » Wed Jun 20, 2012 6:06 am

Well, it's a sandbox package, and the 'location' data points to a xmarker inside my dungeon.
So i guess "yes", if i'm not missing anything ! :)
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Roanne Bardsley
 
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Post » Wed Jun 20, 2012 4:37 pm

Do you have a second copy of him in the dungeon? you might want to try that so it can't just 'give up' on putting him in there. That or just put the xmarker in the inn, and the real copy in the dungon. If the rest of the actors in the dungeon are walking around fine, he should be too during his scheduled time.
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bonita mathews
 
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Post » Wed Jun 20, 2012 9:00 pm

Well, i tried the same packages but i replaced the original destination (my dungeon) with a xmarker in a vanilla location (Windhelm market) and everything worked just fine.
So i guess it's really the navmesh bug playing tricks here. Well... I'll wait.
Thanks for your suggestions everyone.
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Lucky Boy
 
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Post » Wed Jun 20, 2012 2:52 pm

Also, something that helps me with packages, is if you only have 2 packages, and want them to be 12 hours at each location, only set the time of day on ONE of the packages, say for example 0600 for 12 hours. Then on the other package leave it for any time and at any hour. The first one will run from 0600 for 12 hours, and the other one will default to run at any time. That way you'll never have the timing from one package to overlap the other. (You may have already done this, I just thought it might help someone else.)
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Ally Chimienti
 
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Post » Wed Jun 20, 2012 2:08 pm

Try adding a "Travel" package to the Cornerclub at the top of the list (Programmed for the same time range as the "drinking" times) and a travel package to the dungeon marker below the "drinking" package, but above the "Sandbox" package....
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Sebrina Johnstone
 
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Post » Wed Jun 20, 2012 4:33 pm

@Redwood Elf > Good idea, i'll try that next time, thanks !
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kat no x
 
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Post » Wed Jun 20, 2012 9:14 am

I'm not sure exactly how it works so maybe someone can clarify, but I think if you're using a travel package, the destination needs to be in the same worldspace.

I created a spell that basically summons a creature that escorts you to a linked ref and he only follows the package when I am in the Tamriel worldspace. This is the same worldspace the linked ref exists in.

Maybe my problem is being caused by a different issue than yours but it might be worth looking into.
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Tikarma Vodicka-McPherson
 
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Post » Wed Jun 20, 2012 5:22 pm

well NPCs can use doors and horses while using travel packages, not sure why they couldn't enter an instance...
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Eve Booker
 
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Post » Wed Jun 20, 2012 6:28 pm

So, i tried to use travel packages with the sandbox ones as Redwood Elf suggested, but it didn't work.
Anyway, the custom dungeon seems to be the real problem, since the sandbox package (or travel + sandbox) works just fine with any vanilla location i tried (cities, exterior, dungeons...), regardless of the worldspace. So i still believe it's a navmesh issue (and i'm getting strange behaviors in my dungeon too, which seems to confirm this)
Thank you for your suggestions though !
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teeny
 
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Post » Wed Jun 20, 2012 6:56 pm

It does sound like NavMesh to me. I hope you have all the green triangles in place and all the cells joined with the NavMesh. Due to the current problems with the CK, I haven't personally even bothered creating any NPC's, let alone NavMesh.
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Sarah Bishop
 
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Post » Wed Jun 20, 2012 7:54 am

God, i feel so stupid right now. I indeed forgot to finalize my navmeshes. :ermm:
Everything works fine now, thanks a lot to you Antiscamp, and everyone who gave advice on my silly problem !
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Christine Pane
 
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