javikrules Posted May 29 Posted May 29 I have a very simple issue that's stumping me... I have a scene where the NPC says please come with me to kill some molerats over in another house. Then the scene ends. Then I want the NPC to immediately start walking over to the house. I can get an A.I. travel package to make him do that, but I can't seem to figure out how to trigger the A.I. package to start working when the scene ends? If I add a final phase in the scene itself that triggers the package, he will only walk a few feet and then stop (I think because the scene is over?)
SKKmods Posted May 29 Posted May 29 Either extend the scene to run until the molerats are killed OR put a actor value condition on the package and set it on the actor thisActor.SetValue(myTravelPackageActive, 1) followed by thisActor.EvaluatePackage()
javikrules Posted May 29 Author Posted May 29 How do I extend the scene? Right now in the scene talking to player, Phase 2 is him explaining things, then Phase 3 he says "Let's go". Then in Phase 4 of the scene I have a travel package for him to go to the house. He does start walking a few feet in the scene. But then the scene is over and he stops. How would I extend it until he reaches the Xmarker I'm sending him to? Thanks for any info!
hereami Posted May 29 Posted May 29 Maybe create a secondary scene with Travel package for this actor specifically (to bail player out of scenes) and start it at end of primary scene, either by Stage or Start Scene. Travel pkg will stop the secondary scene as target is reached and may start another activity or whatever.
javikrules Posted May 29 Author Posted May 29 @hereami Aha! I actually stumbled on that solution earlier today. Gave it a shot and it worked. End the talking scene, then tell it to immediately start the next scene which is just a travel package on the NPC and it worked. Whether this is "best practices" I can't say because I found a youtube video where a guy attached a Travel package to the actor itself (within the actors A.I. packages), and then just set it on a conditional waiting for the scene to end. That worked too in the video. But I could see where that might fail if there are other conflicting A.I. packages on the same actor. Now I want to see if this "end scene/start new scene with Travel package" approach will work for multiple NPCs in the scene. So the talk-y scene ends, and then 3 NPCs all hurry off somewhere. I'm thinking it won't work for all of them, but I'll give it a whirl. I'm sure there is a very simple way to do this with a Papyrus script the way SKKMods above suggested, but those scare me Everytime I attempt something like that I get stuck at the Properties tabs stage, unsure what the heck property I'm supposed to define for all the elements.
hereami Posted May 29 Posted May 29 (edited) Cool then 57 minutes ago, javikrules said: attached a Travel package to the actor itself (within the actors A.I. packages), and then just set it on a conditional waiting for the scene to end. There can be different ways or goals. But some are just most simple. If there is possibility to avoid extra idling Conditions that's better i'd say. Don't want a temporary package sitting on actor forever. Scene packages run at highest priority, as claimed by wiki. But i'm not sure whether that depends on parent's Quest priority or not, had no occasion to check out yet. ps. Scenes, Packages are quite powerful tools even without scripts. But scripts are very useful and sometimes inevitable, don't be afraid to research their internals, needed to release full potential of Quests and everything else. Edited May 29 by hereami
SKKmods Posted May 30 Posted May 30 To see how the base game does it look at the VFT quest VFTScene which sequences a lot of different AI packages that have nothing at all to do with dialog.
hereami Posted June 12 Posted June 12 (edited) Also interesting, that a scene can have no actors altogether, even though it would crash CK when touching such scene, but still works in game and processes phases. Though for safety may specify any non-npc alias. Edited June 12 by hereami
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