Is there a way to examine NPC AI Packages in-game?

Post » Wed Apr 01, 2015 6:40 pm

In Oblivion there was a mod (forget its name) where you could targed an NPC, hit a button, and you'd get dialog boxes with all sorts of information, including their AI Package and which one is active.

For Skyrim I have MFG Console which does a lot of things, but not that.

Is there some sort of equivalent in Skyrim, or another way to debug seemingly non-functioning AI Packages?

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Claudia Cook
 
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Post » Wed Apr 01, 2015 9:39 pm

You can easily go into CK and look at whatever NPC AI packages you want. If a NPC's AI package isn't working, refer to the time the issue takes place then find which AI package is supposed to occur at that period of time.

You can also just refer to the UESP site, which gives quite good details on specific NPCs' schedules

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Rusty Billiot
 
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Post » Thu Apr 02, 2015 1:07 am

Try clicking on the npc in the console and use the command

getcurrentpackage

You'll tell us if it works or not (unless I try it myself beofre). :P

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SHAWNNA-KAY
 
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Post » Wed Apr 01, 2015 5:07 pm

There is a reason I specified "in game", and its because I'm interested in what the NPC is doing now, compared to what they should be doing, due to schedules modified by mods.

I'll give that a try sometime, thanks.

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Charlotte Henderson
 
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Post » Wed Apr 01, 2015 6:16 pm

Oups, already tried: doesn't work. Sorry. :)

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Taylrea Teodor
 
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Post » Thu Apr 02, 2015 1:14 am

Well, then that's easy. Just move yourself to the NPC then, to find out what he/she is doing at that moment. Use "player.moveto " and you'll teleport to the NPC's current position.

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DeeD
 
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Post » Wed Apr 01, 2015 4:45 pm

No...I'm trying to see if an AI Package has activated, so I know if the reason the NPC isn't doing what they are doing is because somethign else is causing the AI Package to not activate, or if the AI Package itself is messed up.

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Lynne Hinton
 
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Post » Thu Apr 02, 2015 3:45 am

What kind of ai package?

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Leonie Connor
 
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Post » Wed Apr 01, 2015 7:57 pm

When I was testing a package script, I used debug messages to tell me if the function I was calling was actually running or not. An example: Debug.Notification("Morte is mounting.") This would display the message at the top left of my screen when the package ran. You might need to do something similar if you're having AI package issues.

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Charlotte Buckley
 
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Post » Wed Apr 01, 2015 9:15 pm

I don't think there's any proper way to tell. Certainly not in-game unless someone has made a specific tool for that sort of thing. The best tool I know of that may help is the MFG console. Use it to click on the NPC and you can find out what mod is affecting him/her at first priority.

But as said, you can always look through the CK and try to figure and debug the problem at hand. Most common reasons for AI packages not working would be:

A) Navmesh issues (disconnected lines, custom areas not navmeshed properly etc.)

B.) AI package not set up correctly

C) Mod conflicts

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Ben sutton
 
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Post » Thu Apr 02, 2015 6:46 am

The problem is that AI Packages can be on the NPC but are more frequently attached through Aliases so you have to work through all of the aliases attached to the character (which you can find with the SV console command) but you still can't be entirely sure which of those might be getting the highest priority.

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Eileen Müller
 
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