- SACarrow - 05-02-2007
Darn, I was hoping it was a rookie mistake. So she wouldn't go to sleep when you playtested it?
Thanks,
Steve
EDIT: Variants I have tried include:
- Near reference vs near location,
- Persistent vs non-persistent,
- Owned vs not owned,
- My modded bedroll, an original bedroll, and a poor Dunmer bed.
- TheImperialDragon - 05-02-2007
Well, I guess I'll post my findings thus far:
- Sparrow does not respond to animation commands. I determined this with the help of the Actors in Charge mod.
- the player cannot activate the bed unless it is disabled and re-enabled via console, but even then, Sparrow cannot use it. This means the game thinks the bed is already in use, but we know it isn't. It doesn't matter which bed model is used.
- sandor - 05-03-2007
Quote:Originally posted by SACarrow
Darn, I was hoping it was a rookie mistake. So she wouldn't go to sleep when you playtested it?
Thanks,
Steve
EDIT: Variants I have tried include:
- Near reference vs near location,
- Persistent vs non-persistent,
- Owned vs not owned,
- My modded bedroll, an original bedroll, and a poor Dunmer bed.
As per your request I had a look.
It has nothing to do with the bedroll, bed platform, the cell or the race/class of the NPC. It's the NPC (object), I replaced the original NPC with another NPC (new object) and it worked. Could it be that you made a copy of an existing NPC?
- SACarrow - 05-03-2007
Could you post a copy of that ESP? The reason I ask is that I threw together a test character from scratch and put him into that cell while also removing the Sparrow ref and he wouldn't go to bed either. Also, is your CS version 1.0.303?
Thanks,
Steve
- sandor - 05-03-2007
Quote:Originally posted by SACarrow
Could you post a copy of that ESP? The reason I ask is that I threw together a test character from scratch and put him into that cell while also removing the Sparrow ref and he wouldn't go to bed either. Also, is your CS version 1.0.303?
Thanks,
Steve
Yes, I use version 1.0.303.
I attached the esp, if you load the file in the CS, you get a few errors (dials) because I removed your NPC.
It's a strange issue.
- TheImperialDragon - 05-03-2007
Good find sandor. :goodjob:
SACarrow: Does this happen with any NPC you create in any ESP?
You'll love this one - SACarrow - 05-03-2007
Apparently I cannot create an NPC from scratch and have them sleep. I created a Nord from scratch, altering him just by adding stock sleep and wander packages. He doesn't sleep. I then add those two packages to RW's Easter egg Nord and he sleeps. I then clone that Nord into a female Bosmer named Sparrow Fleetwind and she sleeps!
I have no idea why this is happening, but I assume that cloning an NPC can work with careful ESP cleaning. It seems that that all I can do. hrug:
Steve
RE: You'll love this one - sandor - 05-04-2007
Quote:Originally posted by SACarrow
I have no idea why this is happening, but I assume that cloning an NPC can work with careful ESP cleaning. It seems that that all I can do. hrug:
Steve
It will work.
- TheImperialDragon - 05-05-2007
Quote:Originally posted by sandor
I attached the esp, if you load the file in the CS, you get a few errors (dials) because I removed your NPC.
SACarrow, you do know you still have to hook up the dialogue, right?
- SACarrow - 05-05-2007
If you mean make sure the change topic and quest conditions to fit the new NPC, i think so. I cleaned out the dialogue so only my 6 greetings and 4 topics are present, so I think it's cool. You'll be able to check 'cause here it is, ready(?) for review. Also included is an updated mat with better furn marker placement.
By no means do I consider this done. Once this is connected to the world I want to include a little gardening, outside wandering, and a trip to town occasionally. Also some more quest and dialogue development once she's in the world. But I think this is minimally acceptable to get in. Not my call though.
A question: does ST include any "specialty" AI packages?
Steve
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