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  1. Hello everybody. I am currently having some probelms with the "UseWeapon" package in a scene of a quest. I made a custom package with the "UseWeapon" as a template. I just want an NPC to fire their weapon at a certain object reference (marker that is passed to the package by a quest alias). It basically works (the quest part, the previous scenes and packages) but the NPC only fires their weapon three or four times and then walks back to the position where they were placed by the CK (a few cells away). But I have set the package to make the NPC fire at least 50 shots. Yes, the NPC has enough ammo. I already tried to make another scene with the same package but the NPC still only fired 3 or 4 times. I also tried to make a scene following this one that would make the NPC walk to a certain location but the NPC still returned to their "original CK position". So something in this package "resets" everything package related. EDIT: I added a script that shows a message when the package ends or changes. That message does not appear. What could be the problem here? (Please ignore the spelling mistake in the quest name it should be "Raid" not "Rain") Any help would be appreciated.
  2. Is it possible to filter the results of a "Find" AI procedure via Item Conditions? Meaning apply "Item Conditions" to further filter down the object list that is the result of a find procedure. I've tried many permutations of target for the condition and none of them have worked so I am kind of feeling like this is not possible. Screenshot attached.
  3. Hello I fully changed from LE to SE and I'm trying to get a AI package ( DefaultSandboxCurrentLocation1024 [PACK:000BFB6B] ) to work with followers as I noticed on SE that most followers with that package do not stay where I dismiss them after a few in-game days returning where you recruited them. No issue with the LE package as followers stay where i leave them indefinitely so this got me scratching my head and googling to see what package works or something. Also I do use My home is your home and the Nethers follower framework but I do use a lot of followers plus the in-game as well to move them to places not in use after you either beat the quest or clear the place (ex. Northwatch and Volkinhar) which makes follower managing easier and Nethers base marker feature seems to be script lagging my game which makes saves unloadable. If anyone got the answer thank you in advance.
  4. Hey All, Title basically explains all, NPCs are not acting properly. Followers or some NPCs like Sigrud (Alvor's wife) just stand there. Not doing anything. They are not in T shape, they just don't move. You can talk to them but still, they will stand still during and afterwards. This actually breaks the followers as well. They won't move unless I run into them, attack them, or unsheate my weapons. This issue also is a game breaking possiblitiy because when I first open the tomb of Serana, she won't initiate the converstaion with me. After I run into her and stagger her, she initiates the converstaion. Later on, after I use "moveto player" command, I enter to the Castle Volkihar. Vingalmo just stands there and say the first dialouge "how dare you tresspass here...". But after that, he just stands there. After of course I run into him as well, He moves to the balcony and announces Serana's return like he supposed to do. So this is my problem. This is a really big issue and I can't seem to solve it after hours of googleing. Here is the modlist: Modwat.ch Thank you. EDIT: Thanks for the answers. I have solved the issue by doing a full removal of mods and SSE. Installed SSE again then the mods. Used the same save game and everything works like it's supposed to. EDIT 2: Issue still persists. New installation did not fix the problem. After another new game, the issue started to resurface.
  5. Is it possible to add a condition to the NPC's combat logic? Specifically, to prevent an unarmed NPC from searching and using a dropped weapon if they know a bound weapon spell. The condition itself should be simple but I cannot find which package to modify or if it is related to a package. Any help, tips, or keywords for research would be greatly appreciated. The few leads found so far are informative, yet irrelevant.
  6. Hi everyone. I'm trying to update one of my mods (Simple Thrall Management) with a new function to force the summoned or reanimated NPC/creature to hunt for nearby enemies. For that purpose, I created a quest to have an alias with an AI package to force the ordered summon/reanimation to follow its rule and patrol the area. Once the player orders the thrall to "Hunt", the summon/reanimation is assigned to the alias. This has worked perfectly for summons, with them immediately adopting the AI package associated with the quest alias. However, any reanimated NPC or creature simply ignores the AI package from the quest alias. I have identified their AI package (e.g., DefaultMasterPackage) and I have even attempted to add a condition to that AI package to ensure that it stops functioning when the thrall is assigned to the quest alias by checking whether the owner of the AI package has a spell (basically an aura to help the player detect where the summon/reanimation is). I have also tried to raise the quest priority from 100 to 999, but to no avail. I've also tried to identify any quest that could somehow override the AI package from the quest alias, but I was unable to identify one for reanimations. Any suggestion or assistance is welcome, as I believe I have reached a dead end. Thanks. Best regards, esuriddick
  7. ok so i have been messing in geck with some stuff and i made the content of a mod,, but the esp i curently have has more then the mods content since i messed with alot of stuff. so how do i split things into a new esp or do i have to start over in a brand new esp?
  8. I wanted to make a mod that removes Provisioners protected flag and instead gives them buffs that makes them much harder to kill as well as figure out how to assign other npcs to follow provisioners. The second part Ill worry about later. For now I just want to know how I can add a spell or enchanement to a provisioner? I already now how enchantments and Magic effects work. However I want to know how I can specify an enchanment or spell to be applied to an active provisioner. I want to add a spell to a provisioner that increases damage and resistance. I was looking at keywords and I see some stuff regarding provisioners under "caravan". However I am still not sure how to apply the spell only if they are currently a provisioner.
  9. Does anyone know if there's a mod that lets you assign a pre-existing schedule to an NPC? For example, if I want Ysolda to patrol Whiterun like a guard, I'd assign her the schedule that the existing guards use. I know I can get a similar effect from MHIYH, but the timing of the schedule is rigid and the assigned NPC doesn't roam about a great deal, particularly if they're on guard detail. Thanks for any assistance!
  10. I am completely stuck in the creation of my quest. I've created the quest stages, created my scenes, made all the references and properties etc... Added a forcegreet package to the reference alias... When I go in game, the forcegreet does not run; the character is not standing in the right location, not aiming the weapon, nothing. I had the package half running earlier, where it didn't really start until I was standing on top of the NPC, but then after the initial scene, the next scene wouldn't start properly, even though the next stage was set and the next stage would start the next scene. Basically, if someone has the experience and would spend a couple of minutes looking at what I did in the esp (which I would send you), I would be very VERY grateful... I don't really need a step by step on how to do things, but would be grateful as well if you could tell me where I messed up or what I missed so I can do it right in the future... Love, Jules
  11. So I had a functioning scene where the player would approach a home, the player has controls disabled, is forced to 1st person, and has Ai Driven set to true, and would use a package in a scene to walk to the heading, but now it refuses to work. I know the scripting is working because I've added debugs, so I have a feeling it's the package, but I've been trying to get it to work for days now, and no luck, so I'm running out of ideas. If needed I could upload screenshots to Imgur and link them.
  12. Hey all, I've run into a small issue, and whilst it isn't essential that I find a fix, I would prefer it. I'm currently making a mod, and every NPC that I assign a sleep package too will not wake up on their own. They successfully find and sleep in their bed when the package starts, but at the time when they are supposed to wake up they remain asleep until they are spoken to by the player. I thought it might be an .esp bug, so I switched the mod to an .esm to check, but the problem persisted. Does anyone know anything about or has experienced this bug before? You can find some screenshots of the AI packages an NPC is using here and a video showing the problem here. Thanks for your time, BayK.
  13. Hi comunity, again I experienced some weird things: 1. My npc refuses to go into a specific area. It's an exterior beneath Whiterun. The area is full navmeshed. The travel package works fine as long I have xmarker set to another place. But if I place it on exact this little hill left and a little behind of Whiterun, he stops after a few seconds refusing to walk into this area. What the hell...? 2. It seems that an actor can not have more than 13 packages attached. They are time scheduled and work all fine. If I attach one more, not a single package is running. So I made a quest that's start enabled, attached only one package there to the alias - it's not running anymore. Used a simple copy of the travel package - no success. I don't want to put it into a scene, that will surley work, but then this scene must run forever :( Is it possible to let the package stack attached directly to an actor evaluate? I know how to do this with an alias, but not with an actor directly. How would the script look like? I tried this with the actors base, but ck tells me, evaluatepackage is not a function... I appreciate your help. Greetings, Tasheni
  14. Hi! I've got two cows in my quest and I really want them to be cows. The problem is, they have a hard time going anywhere when I use the 'travel' package template. Sometimes they do go, but then I start the quest again by loading my old save, and they don't. It seems random whether or not they travel to the XmarkerHeading that I set up. Does anyone know about this problem, or have any ideas how to fix this? Could I for example use another package template that will work better? Extra info: Initially, I tried having the cow travel through an automatic load door and then move to an XMarkerHeading. That did work sometimes, but most often it wouldn't . Then I used moveto(), spawned the cow in the new cell, at a different marker, and had it walk to the location CMarkerHeading. This seems to work fine so far. The problem now is in a different scene, where I have two cows. Again, they don't always go to their place. They don't have to go through any doors this time, so that can't be it. I have searched for the package controlling the painted cows, but I can't find it. It might already help if I can find that one.
  15. So, I made a travel package with multiple locations, but I have no idea what to set these settings for:(all of them are true or false) ForceSoftRadius and ForceHardRadius <-- not sure what happens if I turn them to true or false. IgnoreHeading <-- No idea what this does either. AllowWarpInDialogue <-- No idea, does this mean dialogue as talking to someone or what? I'm trying to Google for these but can't find exactly what they do. I guess I can just put them to whatever vanilla packages are set for.. but still I won't know what they are doing. If anyone knows, please tell me.
  16. I'm fairly certain that Bethesda f*#@ed up here. When you add a script to a package, it looks for scripts that extend ObjectReference. But according to the CK wiki, and the Papyrus compiler, it should look for scripts that extend Package. To demonstrate: Scriptname FyTyFollowerFramework:AAAFyTy_FF_PackageFollowTeleport extends ObjectReference Actor property PlayerRef Auto Const Mandatory Actor actorPackageOwner Event OnStart(Actor akActor) AkActor.RegisterForPlayerTeleport() actorPackageOwner = akActor EndEvent Event OnPlayerTeleport() actorPackageOwner.MoveTo(PlayerRef) EndEvent Event OnEnd(Actor akActor) UnregisterForPlayerTeleport() actorPackageOwner = None EndEvent The above script throws two errors, that each event cannot be defined as the script isn't native. That's because those two events are part of the Package form, not ObjectReference. Changing the script type to Package makes the compiler happy, but then you can't add the script to other packages through the CK. Is there something I'm missing, or do I have to add the scripts as ObjectReference extensions, then change them to Package once I've added it to all the packages I need? If I have to do the latter...f*#@'s sake Beth.
  17. So, I'm trying to make a travel package with random locations. My problem is that I noticed that it isn't random at all. It's only random the first time the package starts, not when its supposed to repeat itself. Heres a picture of 2 packages. They both seem to work exactly the same: Package 1: Package 2: Here is what happens when I spawn actor with this package: 1. They always skip the first travel destination and go either travel2 or travel3 first(nice random??). 2. After they reach travel2 or travel3, the package is supposed to start over and it does, BUT it completely forgots any randomness and just loops from travel1, travel2, travel3 and then starts over. 3. I have tried LOT of Random branches, like random inside a random that is inside a random but at some point they always stop being random. Like I said, the first time the package starts it IS random, but not after first destination is reached. Now, what wiki says about random branch is: Random - This branch will run and pick one and only one valid branch or procedure to do. Once it does that branch or procedure, the branch will finish. I have tried ticking Success completes package on the Travels, but it doesn't change anything. I have checked other mods with Random packages and I have couple of my own that use random packages. This is just the first time I actually paid attention how it really works. It's not random at all when the package completes and continues. Then its just basic go from top to bottom. Any ideas what I'm doing wrong or is this just "feature" ? The images I posted make NO difference at all, I'm testing on a clean save and using quest with high priority so nothing else messes with the packages. I can't even find a single vanilla package that uses Random branch.
  18. I want to have NPC1 attack NPC2 using the "UseWeaponHeld" package, NPC2 has a script attached that will kill them instantly on hit(This is a scene, which is why the attack is handled through a package). But no matter what, the attacking NPC wont attack the other, they just potato there and freeze. I've tried changing targets from the NPC to an xmarker, I've changed the shooting position, I've even added the package to the NPC itself with a condition for the Quest's stage(using the same exact settings that another working attack package uses), but still nothing. Anyone have any idea what would cause them to potato out like this?
  19. Hey guys I'm looking for a list, which isn't obviously named as a FormList. The list can be "viewed" as a dropdown list from inside the package AI "Object type" as a target. To be detailed, if you create/edit an AI package, create/edit a public package value that uses TargetSelector, and proceed to chose the target, you can select a multitude of options (from linked references, package data, and my included type in question). If you select the "any object" button, and drop down the second dropdown box literally called "Object Type", it is a list of grouped objects. They're quite clearly an organised list with specific categories. I would very much like to find and add an entry to this list, or at the very least make changes to one of it's categories. Unfortunately none of the obvious search terms relinquish a result in the formlist, and it doesn't seem to be a keyword or global, or any obvious category in the menu system of the CK. I also tried searching for some of the categories themselves, in CK and xEdit, to no avail. Nor was I able to find any "tangible" data for xEdit to point me to what it's referencing. I also tried Object palettes, which it's either not at all what it is, or you cannot create new palettes to be used without some workaround. And ofc, I did a raw google search and only found one other human being that asked about this years ago in some dead thread. Short of me running through all auspiciously named FormList entries, does anyone know how to access this list? Does anyone even understand what the heck i just said lol? Here's to hoping this thread only ends up half as dead as the the aforementioned...... Any Help Appreciated Thanks
  20. Hi fellow modders. Fairly new to SKYRIM modding, but veteran from other games. I'm trying to work without SKSE (for now) and was attempting to get a specific function out of the vanilla AI packages. I want certain NPCs to loot valuable items from corpses they notice. I'm trying to use a dead body override, based on the acquire package, and believe this is the best way. I've set it up to search the corpse that triggered the interrupt, for items based on a link referenced keyword. But this would mean serious incompatibility, and eons going through the item list applying the keyword to the items I want the script to loot, and even if using a FormList helps with compatibility, that would also mean tedious work. I was reading through the list of procedures, and even item conditions, to hopefully find some way for the acquire package to use "take item if value(in gold) => X". But I found nothing obvious. Basically, I would want to command the acquire script to take any items off a dead body that are greater than SOME GOLD VALUE (or something similar). I just haven't been around all the functions enough to know if/where one exists, and thought I'd come here to ask if anyone knew before I spend the next few days creating form lists and sifting through all the items. Or perhaps I'm doing this inefficiently, and you know a better method! Any help appreciated, thanks!
  21. Since there is no Mass Effect 1 topic I figured I went over to the closest thing that might actually get me help :rolleyes: I'm trying to re-texture the human male heavy onyx x armor to something that resembles me2 and me3 armor, and so far so good. I extracted the texture from an existing tpf mod here on nexus, altered what I wanted and now I'm having trouble getting it in the game. I have tried extracting the texture from the game, alter it, save with the same name and then building the package but it's not working either Any suggestions are appreciated, thanks~
  22. There really seems to be no list for this on the internet, and i'm a mere novice when it comes to extensive modding. The farthest i have gone so far is with retexturing. Can anyone please provide a list of AI Script Packages with respective Base ID's? Although i'm actually only searching for a script package that sandboxes the NPC to its immediate area, for use with add-on companions to leave in bases/player houses. But other functions could also be useful, if there are any. Thanks in advance to those who will answer.
  23. So I copied and edited the WhiterunTempleCastHealingSpellSoldier package and edited it to work for a follower that will heal you once your health drops below a certain threshold. However, even though it's set to "Interrupt Override: Combat", it will not appear under Combat Override in my follower's AI Packages. What's the problem? Am I doing it wrong? ALSO! How do I make a follower level with me in the Creation Kit? Every variation of a Google search that I try leaves me with console commands. Can you do this with a script or something? How? Thanks in advance!
  24. Hello Nexus, Hopefully someone has experienced something similar to this and will be able to give some insight as to what is causing it. I've tried searching for something like this on here, google, and for both Fallout 4 and Skyrim with no success yet. Some info first. So I have a quest made, it starts fine. I have a quest script attached that registers for a scene OnEnd event so I can start the scene in this quest, that runs fine. I create a new actor based off EncWorkshopNPCFemaleFarmer01 with a workshopnpcscript attached to it and setup for allowCommand, allowMove, allowCaravan, and workshopparent filed in. The npc gets created fine and I ForceRefTo a Referience Alias, then start my scene. In the scene I have an action package templated from Travel. It is set to run on the npc alias and the destination is set to another alias. Now for the issue. The npc spawns and just stands there unless I go into workshop mode and 'command' the npc. I do not have to actually tell them to go anywhere, just select them and start the 'command' state. Then the npc will start traveling. I just can't seem to figure out what would possibly be causing this to happen. I've tried various combinations: - flag checks on the package - setting must complete - changed the settings on the workshpnpcscript - removed the workshopnpcscript - edited the flags in the scene - tried the default npc rather than my custom one. If any more info is necessary let me know.
  25. So I'm working on a mod and I want to be able to change an NPC's package using a script or papyrus fragment that is run at the end of a scene and I can't seem to find a way of doing it. Any help would be appreciated Thanks
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