Grumpf Posted December 28, 2011 Share Posted December 28, 2011 Hi everyone, Â OBLIVION: Â For whatever reason, now NPCs that I scripted to look at each other do not. Even in conversation they look like zombies looking in front of them... No clue why, and it worked fine yesterday??? Â Anyone has a clue? Link to comment
Guest Donkey Posted December 28, 2011 Share Posted December 28, 2011 have you set headtracking to off in AI package ?? Not sure if it is the same for oblivion but new vegas and fallout 3 can set head tracking to off in AI package. Link to comment
Grumpf Posted December 28, 2011 Author Share Posted December 28, 2011 I checked the ini but the strange thing is that I did not modify anything (or maybe i did accidentally [the whole thing]). Â I'm not sure how that works in Oblivion, I though it was a general setting, how do you do it in NV? Link to comment
Guest Donkey Posted December 28, 2011 Share Posted December 28, 2011 no it is just an ai package , what typye of package does it have on him, Travel, follow etc.. and in the flags options what is ticked?? Link to comment
Grumpf Posted December 28, 2011 Author Share Posted December 28, 2011 Nope. Don't have that in OB, it's more a general settings. Maybe my ini went wrong but I don't know why... Â I use look in script, worked fine before, not anymore and it's not part of AI but a direct command... Â Thanks for your help though. Link to comment
EvenstarGW Posted December 29, 2011 Share Posted December 29, 2011 Wrong skeleton maybe? I had broken head tracking and mad rolling eyeballs when I installed the total controllable skeleton instead of the controllable one. Â Also it should be a single ini setting in oblivion.ini, something like bDisableHeadtracking or similar. Link to comment
Grumpf Posted December 29, 2011 Author Share Posted December 29, 2011 That's probably it!!! I used universal skeleton to test Mktsang enemy armor so let me reverse to the other one!!! Â Are they aware of it? Â Thank you both for your help!!! Â EDIT: Yup,it was the skeleton, thanks!!! Link to comment
gregathit Posted December 29, 2011 Share Posted December 29, 2011 If you mean the total controllable skeleton disabling head tracking then yes growlf is aware. He did it to stop npc's from doing a head spaz deal. It is one of those compromises that they have to settle for to get the other benefits of that skeleton. You have to do some ini changes and such with that skeleton as is listed on his descriptions page. Â Most people use the controllable skeleton which requires no ini changes and has no side effects (but it also doesn't have the in game scalable features of the other). Â The things that have to be done to work within this blasted game engine.... Link to comment
Grumpf Posted December 29, 2011 Author Share Posted December 29, 2011 Well thank you kind sir. Disabling head tracking is a no go. Major turn off, I never understood why people will do it, except for an all Zombie mod... Â Sad; as Chain Beast is a good original mod but with the Exorcist behavior of captives it looks just comical... Link to comment
cyb3r Posted December 31, 2011 Share Posted December 31, 2011 http://www.tesnexus.com/downloads/file.php?id=24589 aka look here you is required if you run the total controlable skellie from growlf Link to comment
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