Setting up Idle Markers in a AI Package question

Post » Fri Nov 21, 2014 11:01 pm

Hola, so I am back again. I got my schedule time issue fixed (Messed up config file I am assuming. Fresh install fixed this.) and getting the NPC's to actually do what is in their package list. My issue now is Idle Markers. I've read the Creation Kit wiki and even opened up other idle markers to see exactly how they were setup. So I copied one and fiddled with it to get a specific animation to play when they are sent to this Idle Marker (in this instance it is "Pray"). It works like a charm. Time hits in game and they walk right to it. The problem I am having is that they will not move on to the next scheduled action. So basically I have it setup like this:

TestAIPray: UseIdleMarker (Selected said "Pray" idle marker. It is setup the same way the regular IdleMarkerPray is setup.) Start: 9:-1(any), Duration: 1 Hour.

Next is TestAICook: UseIdleMarker (Selected Cooking Spit). Start: 10:-1(any), Duration: 3 hours

Next is TestAISleep: Sleep (Cell is set to my TestCell, and reference is Furniture: Beds). Start: 13:-1(any), Duration: 7 Hours

At the bottom is TestAISandbox: Sandbox (I've tested this with having 2 different Durations. One is without any duration, the other starts at 20:-1, with a duration of 13 hours. The problem persists through both of these settings)

The issue is that they will Activate the Pray AI correctly, but when 10AM hits, they will continue praying. Effectively they will SKIP TestAICook all together and continue praying, but will activate TestAISleep when the time hits.

Am I missing something here? Lol.

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T. tacks Rims
 
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Post » Sat Nov 22, 2014 2:00 am



Check this http://forums.nexusmods.com/index.php?/topic/2136819-ai-packaging-problem/

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Samantha Mitchell
 
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