Problem with X Markers

Post » Mon Apr 05, 2010 5:34 pm

Hi

I’m working on a little personal project to make the Fighters Stronghold Battlehorn Castle plugin more exciting ..I’m trying to change the quest so that the castle is full of enemies that you must help the guards kill before moving in.

I would like the quest to run as follows:

Stage
18 (Player arrives at castle -- trigger battle) - Attack the enemies outside the castle.
20 (Player closer to castle -- trigger boss to open gate)
25 (Gate is open)
28 (All attackers are dead) – Attackers Outside the Castle.
30 Knight talks to you can completes the Vanilla quest.
(no changes so far)
You then get a ability to ask the knights to follow you, then you storm the castle with their help. (as yet I have not added another quest stage..I didn’t think this would be necessary.


My problem

X Markers…

After accepting ownership of the castle and entering the great hall ALL the NCPs I’ve added to the castle are in the great hall..even those added to different internal cells, like the basemant.

All enemy NCPs are standing at X Marker DLCBattlehornInteriorGuardStart1

All friendly NCPs are standing at X Marker DLCBattlehornInteriorGuardStart2

If I enter the Great Hall without talking to the Guard and gaining ownership of the castle all the NCPs are in the right place. Save from re-writing the quest script, which I’d rather not do, is there any way of disabling these X Markers for the NPCs I’ve added??
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Joey Avelar
 
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Joined: Sat Aug 11, 2007 11:11 am

Post » Tue Apr 06, 2010 7:53 am

Your problem is that the NPC's you added are all clones of one that has an AI package sending him to the marker. If you edit the individuals' AI packages you can have them go somewhere else, or change the conditions which make them gather at the same place, whichever suits the rest of the mod. The standard "Wander at editor location" packages would probably be a good substitute for the one that takes them to the marker, as these keep the NPC where you placed them, within various ranges from the start points.
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Len swann
 
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Joined: Mon Jun 18, 2007 5:02 pm

Post » Mon Apr 05, 2010 8:55 pm

Your problem is that the NPC's you added are all clones of one that has an AI package sending him to the marker. If you edit the individuals' AI packages you can have them go somewhere else, or change the conditions which make them gather at the same place, whichever suits the rest of the mod. The standard "Wander at editor location" packages would probably be a good substitute for the one that takes them to the marker, as these keep the NPC where you placed them, within various ranges from the start points.



They are clones...Ahh...cheers..most of my modding to date has been stat changes and the odd scripted spell..I thought this would be a fun way to start teaching myself quests.

Thanks..Ill give it a try
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victoria johnstone
 
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Joined: Sat Oct 14, 2006 9:56 am

Post » Mon Apr 05, 2010 9:37 pm

Cheers for the help..I removed all X Marker refs and uses the suggested wonder package and it worked a treat..

..Interestingly I used the Marauders outside the castle as templates, When checking their AI Package they all had references to the X Markers inside Battlehorn..I guess therefore the Marauders were clones of castle staff??

Raharn.
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lucile
 
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Joined: Thu Mar 22, 2007 4:37 pm


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