Multiple AI Packages on NPCs

Post » Fri Oct 29, 2010 10:31 am

When I was moving through the Strip to set Securitrons to spawn properly in my Open Strip mod, I noticed they were using improper AI pretty often. After checking around a bit I noticed that the base object had every AI package for every Securitron on the strip tied to them. Because the scripts that move them around already use AddScriptPackage I removed all those packages from the list and just use activators that AddScriptPackage and RemoveScriptPackage to control their AI behavior as they are teleported around. They work correctly now, but I find myself wondering if what I did was the correct way to handle that situation. Is it normal for a NPC to have multiple AI packages listed on their base object? I'm curious because as I am now adding more fluff npcs to the strip I am having problems with the new NPCs standing around static and lifeless occasionally.

Also even though I've asked several times before and never gotten an answer I may as well ask again. What is an appropriate max amount of NPCs that can be active in a rendered area at once without causing slideshow performance for the majority of users? I have a pretty high end PC and if I go until I have problems playing in the area I'm pretty sure it will be unplayable for most people.
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm

Post » Fri Oct 29, 2010 10:31 am

When I was moving through the Strip to set Securitrons to spawn properly in my Open Strip mod, I noticed they were using improper AI pretty often. After checking around a bit I noticed that the base object had every AI package for every Securitron on the strip tied to them. Because the scripts that move them around already use AddScriptPackage I removed all those packages from the list and just use activators that AddScriptPackage and RemoveScriptPackage to control their AI behavior as they are teleported around. They work correctly now, but I find myself wondering if what I did was the correct way to handle that situation. Is it normal for a NPC to have multiple AI packages listed on their base object? I'm curious because as I am now adding more fluff npcs to the strip I am having problems with the new NPCs standing around static and lifeless occasionally.
Many NPCs will have multiple AI packages, at least ones with schedules. There's not that many in New Vegas irritatingly, most people seem to stay in place 24/7, but in Fallout 3 and Oblivion almost every 'town' NPC had 3-4 packages.
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm


Return to Fallout: New Vegas