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AI Package NPC follow NPC


hogsmaws

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Posted
14 minutes ago, Kendo 2 said:

Open the CK and look at Stump's package to follow Frodnar.

ok so should i create a new package and mimic or edit that one? how do you even create a new AI package?

Posted
3 hours ago, Kendo 2 said:

Hey, no problem.  Glad to help.  I would keep to target npc's destination in the same town/area for simplicity's sake.

last question - so this only works on vanilla NPCs that have REFIDs? i can't have the target be like say a custom follower because they don't have a REFID. is that correct?

Posted
46 minutes ago, hogsmaws said:

last question - so this only works on vanilla NPCs that have REFIDs? i can't have the target be like say a custom follower because they don't have a REFID. is that correct?

There is a way to do it without having the target NPC as a ref but it requires the npc doing the following to be linked, like how guards are linked to patrol markers.  I wouldn't do that since it will override other packages.

What I would do; in the CK go to the Cell View window and then the cell where the target npc is located.  Find them under the Objects and right click and Edit.  The Reference window will pop up and in the first field (Reference Editor ID) type in a name; if the npc is named Bob then name it BobRef.  Click OK to close the widow and then save your esp.  This is the equivalent of making the npc a persistent reference.  You can now use the npc as a reference for packages, scripts or quest aliases.  NOTE: this might not be 'the right way' to do it but it works 100% of the time.

Posted
15 hours ago, Kendo 2 said:

There is a way to do it without having the target NPC as a ref but it requires the npc doing the following to be linked, like how guards are linked to patrol markers.  I wouldn't do that since it will override other packages.

What I would do; in the CK go to the Cell View window and then the cell where the target npc is located.  Find them under the Objects and right click and Edit.  The Reference window will pop up and in the first field (Reference Editor ID) type in a name; if the npc is named Bob then name it BobRef.  Click OK to close the widow and then save your esp.  This is the equivalent of making the npc a persistent reference.  You can now use the npc as a reference for packages, scripts or quest aliases.  NOTE: this might not be 'the right way' to do it but it works 100% of the time.

i think it worked! thanks!!!

Posted
On 9/3/2019 at 1:25 AM, Kendo 2 said:

There is a way to do it without having the target NPC as a ref but it requires the npc doing the following to be linked, like how guards are linked to patrol markers.  I wouldn't do that since it will override other packages.

What I would do; in the CK go to the Cell View window and then the cell where the target npc is located.  Find them under the Objects and right click and Edit.  The Reference window will pop up and in the first field (Reference Editor ID) type in a name; if the npc is named Bob then name it BobRef.  Click OK to close the widow and then save your esp.  This is the equivalent of making the npc a persistent reference.  You can now use the npc as a reference for packages, scripts or quest aliases.  NOTE: this might not be 'the right way' to do it but it works 100% of the time.

kendo can you verify if this setting is correct if i want the npc to follow the other npc 24/7?

 

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Posted
16 hours ago, Kendo 2 said:

I believe that is correct, though I would look in the CK to be sure the values are right.

hmmm its not working. can you think of any package where its 24/7 so i can look at the numbers? i can't recall anyone that follows anyone all the time.

Posted
8 minutes ago, hogsmaws said:

hmmm its not working. can you think of any package where its 24/7 so i can look at the numbers? i can't recall anyone that follows anyone all the time.

In the CK go to your package.  The first tab will be Package.  Make sure the Package Template is 'Follow'.  Fill in the Public Package Data field with your info; the NPC who is being followed, Min Radius (I'd assign a value of 128.00), the Max Radius (256.00), Accompany 'True' and the last two 'False'.  Then under the Schedule tab make Day of Week, Month, Date, and Hour 'Any'.  Make Duration 0.000.

 

And when you load the game I would use a save from waaaaay before you started testing the mod you're making.  If I still had Skyrim installed I'd just do this for you.  Unfortunately I don't so I can't.

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