Confused about Custom NPC Traveling between cells

Post » Mon Nov 19, 2012 10:51 am

Hello,

I am new to creating NPC's and have made several that have sandbox packages. They will do anything in the cell (idle markers - chairs, etc..) that I put the NPC in. The problem is when I try to get them to leave the cell to go to the connecting cell via a load door. When it comes time for the NPC to go eat in the cell (inn) from the other cell (bedroom), they just stand there in the bedroom cell for the alotted time. I have done the navmesh finalize and I can travel through the door to the cell with no problem. I tried all the default travel packages too. It seems like there is something blocking the door, preventing them from travel.

Please, can someone steer me in the right direction to figure this out.
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Luis Longoria
 
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Post » Mon Nov 19, 2012 11:25 am

I'm new to the creation kit, maybe even more new then you.

Something really simple may be, do you have "can travel" set on the package. I think I am wording that correctly

I am working a lot with scenes within a quest and that is one of the options I always see, travel between cells I think its called. I am sure you have that checked so this will just be a bump for you :smile: Good luck.
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Hairul Hafis
 
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Post » Mon Nov 19, 2012 12:52 pm

You may be correct that its the problem. I do not know where to find this option though. Can you explain to me where it is located?
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Stephani Silva
 
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Post » Mon Nov 19, 2012 4:09 pm

That might be an option in the quest but I have never seen it on a package. I have seen an option to prevent or allow traveling from a location but I don't think that affects doors.

Stacj, do you have the Eat Location in your meal package tied to a location in the inn that you want the NPC to go to? I was thinking that you might have forgotten to set that location. I usually tie that to the table you want them to sit at. As far as I know, in order to get an NPC to travel through a door, you have to give them a marker on the other side to go to. The simplest example I can think of is a patrol marker. If you want a guard to patrol the other side of a door, his patrol markers need to be connected to a patrol marker on the other side. Same for any of the packages. If you copy and rename one of the existing meal packages, you can tie its Eat Location data to the table where you want the NPC to eat and it should go there and start eating when the package schedules it. The doors and navmesh have to be set up right on each side. One easy way to test that is to take a follower through the door with you. The fact that you can use the door does not mean that an NPC can use the door.
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Lauren Graves
 
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Post » Mon Nov 19, 2012 6:28 pm

I do have the eat package and I did set the location to a variety of things (table, xmarker, idlemarker etc..) with each try to get it to work. I also have the marker set and the navmesh set on each side of the load door. I followed several tutorials on NPC creation, navmesh and even the basics on creating a house and dungeon. None of which explain my problem. I am sure I am doing something wrong but I can't figure out what is wrong.


Edit: I made my Bard (which doesnt sing) have the same template data as Sven and the NPC got up and walked out of the cell to go to the Sleeping Giant Inn or whatever he was doing. The main thing is he LEFT the cell. SO the cell is set up properly. It has to be a setting some where with my NPC's.
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megan gleeson
 
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Post » Mon Nov 19, 2012 12:37 pm

bump... anyone have any ideas? It has to be something simple that I am missing.
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Amber Ably
 
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Post » Mon Nov 19, 2012 9:19 am

Right-click the cell - in the Cell list - your NPC will not go into and check the Ownership. If it is owned, and it will probably be owned by a FACTION, make sure your NPC is one of the owners (put him in that Faction) OR remove the Ownership (which will make the cell/room PUBLIC) OR make your NPC the Owner.

If it is not that, RIGHT CLICK the door in the RENDER WINDOW. It may also have Ownership, same deal as above. AND check if the door is LOCKED (from right click menu). Either unlock it, or give your NPC A key.

(if the latter, make sure you give your NPC the default Home-Owner Package, then he will lock and unlock doors as needed (assuming he has the relevant key!)

:smile:
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Philip Lyon
 
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Post » Mon Nov 19, 2012 5:42 pm

You may be correct that its the problem. I do not know where to find this option though. Can you explain to me where it is located?


"Something really simple may be, do you have "can travel" set on the package. I think I am wording that correctly"

I guess it wasn't that direct. I was thinking of World interactions I believe. as being allowed to use cross cell objects like doors if I am understanding it right.

Its in the quest.

under scenes.

inside a package

and under the package tab, once of the Flag options are "World Interactions"


a side note kind of in case this help you find something out.

When I was first starting with the kit I was working in scenes in a pre built cell, MixwaterMillworkershouse to be specific, I threw a IA package on a custom npc. I thought the package was to use a nearby Anvil inside the house at 1pm for 8 hours (I believe). But when I was in game he would walk outside the door and just vanish when I tried to follow him.

I was very confused, after examining the package over and over I realized it was to use a specific anvil inside the dark brother hoods base (I believe) it was in a different interior cell.

So without doing anything special to the Cell or the other cell. The npc was able to go in between them.

hmmm maybe this wasn't to helpful. Update us on any news. I'm sure in the future I will run into this problem and would be nice to have a answer.
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Kathryn Medows
 
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Post » Mon Nov 19, 2012 10:05 am

I found out what was wrong after watching a tutorial on navmesh that was different from the other ones. My portal door marker was not completely in the green triangle so the NPC wouldn't go past it. It's interesting how precise you must be with the navmesh. Good to know for the future.

Thanks everyone that responded to my posts.
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Bedford White
 
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