Sleep Eating AI in a unowned Area - NPC just says: "Plea

Post » Thu May 03, 2012 5:25 pm

I start making my first mod the other day, which went well, and added a small training room to the Thieves Guild, along with a new fence (who lived in said room) However when making AI for him to sleep and eat he will just run up to the player and do the whole "please leave"

How can I stop this?

The area he is in is has no owner (like the other areas of the Thieves Guild) and the Cell is not flagged as Public. Im using both my Bethesda's AI (aaaEat12x2 and aaaSleep22x6) as well as my own (which I used when the other two didnt work) but all give the same result: The fence runs up to the player and asks him to leave.

Any help on this would be welcomed, thanks
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mimi_lys
 
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Post » Thu May 03, 2012 3:53 pm

The AI packs have nothing to do with the behaviour. The player is trespassing. Set the cell as public.
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Nana Samboy
 
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Post » Thu May 03, 2012 5:49 pm

The AI packs have nothing to do with the behaviour. The player is trespassing. Set the cell as public.

I did this before and it didn't seem to work, and the same just now. He will still run up to me and follow me around until I leave. He only does this in the time when i have told him to eat as well (the only AI packets are Eat and Wander)

If im in the room when the the time is 1pm (which is when i have set the AI packet to start) he will ask me to leave. If i wait till just after 1 out side, then go in the room, he'll be eating like he should. This is with the area made public
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Jessie
 
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Post » Thu May 03, 2012 3:34 pm

Ok, since it's in the Thieves Guild, try setting the cell ownership to the Thieves Guild faction.
Did you use a load door to get into the room? Set that as well.
Is the door locked at any time? Did you set Unlock/Lock doors at Package Start on either package?

Edit: Nevermind, I just downloaded the mod. Remove the "Continue if PC Near" flag from the eat package, it's not required. It's typically used for shop owners who will allow the PC to remain in the shop after hours, and now the NPC is hurrying him along to leave. Also remove the "Offer Services". That's another cause of the NPC following the player around. Leave them on the Services package only.
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CRuzIta LUVz grlz
 
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Post » Thu May 03, 2012 6:38 pm

If I do that then the NPC will alway follow me around, instead of when the Eat AI packet runs. And no, at no time is the door locked, or the npc is told to lock or unlock a door.



Edit: Nevermind, I just downloaded the mod. Remove the "Continue if PC Near" flag from the eat package, it's not required. It's typically used for shop owners who will allow the PC to remain in the shop after hours, and now the NPC is hurrying him along to leave. Also remove the "Offer Services". That's another cause of the NPC following the player around. Leave them on the Services package only.

I have done this already as i read about that before, if you have downloaded my mod and am looking at it in the CS then it wont be updated (cant get on the tes.nexusmods site for some reason)

At the moment I have the AI packet like this
No flags are checked bar Armor Unequipped
Location is set to Near Editor Location with a radius of 0
No conditions, and the schedule is set to Time:13 and Duration: 1
The package type is Eat, and none of the door flags are checked

If you wish i can give you a download link so you can look at the mod .esp in the CS
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David Chambers
 
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Post » Thu May 03, 2012 10:44 pm

Never mind, think I fixed it by removing the Continue if PC is near flag from the Wonder AI packet. My NPC will now sit down and eat without caring if the player is in the room. Thanks for helping me, this caused a bit of a problem with me! Glad its fixed
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Kim Kay
 
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