Modding trouble

Post » Thu Mar 07, 2013 12:09 pm

Hello,

I am making a mod, and I'm having trouble doing that, particularly with navmesh and path finding and the NPC's involved in it among other things. The part of the mod I'm having trouble with is the Riverwood Police Station, and the mod it belongs to has to do with Roman and Gallic armies and their battles. Riverwood and Whiterun are to be relatively neutral areas, at least within their walls.

There already is an exterior and interior cell for this building, and when the mod is loaded, the player is already able to enter the place. But inside the RPS, the so far two custom NPC's associated with the RPS have trouble moving around both on ground level as from ground level to the basemant and back.

The next issue is that these two custom NPC's, which are supposed to be guards who can arrest you, flee at the first sign of trouble. They are supposed to arrest you but don't do that. Even more annoying, only the gallic police captain has a voice. The roman police captain doesn't seem to have one, even though one is supposed to be selected: I believe MaleEvenToned. Because these two guards do not try to arrest the player and instead flee, I do not know if the jail I created works.

Now, I don't want to risk breaking any rules, therefore I won't make any suggestions as to how to achieve this, but if someone is willing to take a look at my .esp file I'd really appreciate this. The question is: How can the file be sent over?

Navmesh and the creation of custom guards are not where my skills lie, as I have a very hard time getting adjusted to navmesh since I was used to pathgrids and guard creation seemed a lot simpler in Oblivion.

*I am in need of help from an experienced modder in the areas of navmesh, pathfinding, custom jails, custom NPC's, but mainly custom guards.*
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Phoenix Draven
 
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