I also do a moveto on the other 3 important NPCs, just to move them to their starting places, or I occasionally get major FPS problems when I enter the cell. Like one time, one of them was walking in a chair, and while this went on, I got 4 FPS. The moveto's work, and my FPS is now consistently good when I enter it.
Now I am having another problem. The PC is supposed to wait/sleep until after 10PM to escape his cell and take on the NPCs, who's sleep AIs start at 10. Every time I go into the main room, one of them is walking into a wall or bookshelf and can't get passed it. It looks like she is trying to get to her bed to sleep and is totally ignoring the pathing grids and trying to walk through the wall between this room and the one with the bed. I made sure to do EVPs on them at the quest stage change, or even sleeping/waiting for 11 hours wouldn't cause them to do their sleep AIs.
So, I added a Travel AI package that starts at the same time as the Sleep AI and runs once, thinking that would work better. Nope. So, now what? Do I have to figure out a way to do a MoveTo on her too to get her into the room?
I also have StartCombat commands on them so they all wake up and go after the PC when one of them gets hit. But that is doomed to fail, if two of them can't leave their doorless room and walk into the wall instead. Obviously a MoveTo here wouldn't work, since I don't want them to just teleport into the same room as the PC.
I have never fought anything as hard as this game. The whole disable/enable over time BS makes no sense. How many different places do they have the object's position and scale in the code that makes this necessary? It's hard to believe that people smart enough to write this game couldn't figure out far more basic stuff.
One more thing. How do I get a NPC to UseAt a broom and do the sweeping animation with it? He is just puting the broom into his inventory.