Having an issue with Basic AI Package and Schedule.

Post » Sat Nov 22, 2014 12:09 pm

Hello everyone! This is my first post so be gentle please :P

Anyway, onto the reason you clicked this thread. I seem to be having an odd issue with the Creation Kit. I am a new modder, and I have been messing around with basic tutorials and the like to get a good grasp on the kit itself. I made a room (looks nice haha) and I am quite happy with the layout thus far. After I edited everything, added all the clutter and stuff I decided it was time to learn placing Actors and working with AI Packages and Idle's. So I decided to make a very basic character with simple AI behaviors.

The goal of this Actors AI is to rotate between two Reference Points in an alloted time frame, and do nothing the rest of the time. Also the two reference points are a Cooking Spit, and a Table (with the animation marker). I went into my characters base and to AI Packages. I created a new fresh package. I then added two SingleRef variables. Each one pointing to one of the Reference points I chose. I then went to schedule and next to hour I put 9 and 0 minutes, as well as a duration of 12 hours. My logic was that okay he has two places he can be during a 12 hour period. 9AM to 9PM, for the other 12 hours he should do nothing.

The WEIRD part is this. Part 1: The time is backwards. If I set it to 9hours and 0minutes with a duration of 12 hours he will NOT do anything from 9AM to 9PM, instead he will rotate between the two references during 9PM and 9AM. If I reverse this (Set it to 21hours and 0minutes) it is exactly how I wanted it. Part 2: He will stay doing whatever his last action was when the allotted time has passed. This I get. I mean I have no other variables so he just stops where he is.

My question is this. Is there a better way to set this up? Are some of my Configurations messed up which is causing it to switch time frames? Also would scripting help in this instance? If you have any general tips or rule's of thumb that you would like to express I would be greatful :)

Thanks.

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Kelly Osbourne Kelly
 
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Post » Sat Nov 22, 2014 8:13 am

I think the Patrol AI package is what you want. You can define the two points (or area for that matter) that they patrol. I think there are more things you can do with regards to combat and aggressiveness (ie they can just walk around or they can walk around and attack anyone not in their faction or something in between)

So, try using a stock AI package and modifying that instead of creating a whole new one.

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Anna Kyselova
 
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Post » Sat Nov 22, 2014 5:33 am

Okay, thank you for the reply. I understand that the Creation Kit comes with a stock AI package that, most likely, does exactly what I am looking for, but I would like to learn how to make my own in regards to future works. This may open up a lot of doors for me down the road if I go ahead and learn the complexities of the AI packages now.

Also do you have any idea what could cause the time change?

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Julie Ann
 
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Post » Sat Nov 22, 2014 9:18 am

make a new package and in the template dropdown (says "travel" for new ones), select none.

then go ahead and experiment (right click in list field to add branches and procedures), and keep http://www.creationkit.com/Packagesopen :-)

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C.L.U.T.C.H
 
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Post » Sat Nov 22, 2014 11:49 am

Thank you s7o. I will definately keep that as a reference page! :) Do you have any idea why my time-frames would be backwards from each other?

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Trish
 
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Post » Sat Nov 22, 2014 6:57 am

maybe your npc's from a Central Mongolian Standard Time zone :-)

dunno really. one thing i can tell you anyway, setting schedule to 9.00 is not a good idea, set it to 9.any - else, if he's like in combat at 9.00, he won't start the package at 9.01 (which is not 9.00 after all)

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Scarlet Devil
 
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Post » Sat Nov 22, 2014 12:56 pm

Helped Sym fix it. He had to put a default sandbox package beneath his other package so he could have a base package.
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Laura Tempel
 
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