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Interesting bug (feature) I am experiencing in Alpha mod


Deboch

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Posted

I am currently designing a player fortress mod on an island. To make it FF friendly I added a rowboat teleport from the Solitude area to get to the fortress. I am also trying to add a Bard in the hall. This is also going to be HF compatible with room for 4 kids and a working dungeon (thanks to ZaZ & SL) But I have noticed several strange things occurring.

 

I noticed NPC's from all over Tamriel have been visiting the fortress (Solitude and Windhelm NPC's are there in my current save). They walk the grounds, visit the players home and dungeon area. In short, I have squatters!  :-/  Question is, is there a something I am missing with the teleport? Here is how I have it configured.

 

I added two rowboats, one at the fortress docks; and the second near Solitude. I linked them the same way you would when using a door to enter a structure/building. For me, this was an easy and efficient way to create this single teleport. Best part is, it works as intended. Problem is everyone appears to be using it. My main concern is allowing followers to teleport with the PC. Currently they follow me through the teleport as intended.

 

I think it is an ownership problem, but not 100% sure.

 

Secondly, the Bard sometimes disappears. When she is there, she follows the idle I have created for her. But there are times I enter and she is just gone. I am very close to just getting rid of her at this point.

 

I will visit the dungeon part when I get the rest of the bugs figured out. Any suggestions would be greatly appreciated. I would post for review/comment it but is is very Alpha at this point.

Posted

Hello, about the squatting NPCs open one of them in CK, check the Packages.

Check if ANY of them is modified (if it is it will have a star * at the end of the name)

You should check also referencealiases, check the ones you added and if they are filled by searching matching NPCs. This can produce unexpected results if it not correctly configured.

 

If you find the packages, check if you have any "wnadering", "travel", "patrol" procedures that involve markers or locations in your island.

 

About the bard, if you copied a vanilla one, check that he/she may have a "eat/sleep" package that will bring it to a completely different location.

 

Hope this will help you.

 

Posted

Thanks for the input. It looks like I found where I went wrong. The AI packages I was using were all the "default" i.e. 

 

DefaultSleepEditorLoc12x8

 

Unfortunately I changed the Sleep & eat Location of the defaults to my created cell /facepalm. That would explain the squatters & ultimate migration to the fortress. The defaults were fixed and duplicates were made.

 

I used the hearthfire bard AI so she wasn't constantly singing. If you want a song/instrumental it can be requested. I might change that. But so far with the AI packages corrected and a new start (thanks to MO) all looks like it is running as intended. Now for the guards, patrols and exterior navmeshes. Then getting the SL stuff to work. :D

 

Thanks again!

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