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I have a problem,mod related.

Submitted by ironman12345 on

I am having problems with the "Wander" AI package in the CS,if I use the original the NPCs and/or creatures are not actually

wandering.

If I creat a new "Wander" based package all AI works fine,but they still do not wander within the radius that can be set,they only start moving if I walk towards them and freeze in mid animation if I stop.

How do I get non combat creatures to wander natually within the cell or region.?

Is the Wander package bugged in the CS.?

I have done it before,in the past but it is not working for me now.

 

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Last edited by thermador on 30 Aug 2012 - 13:49.

Any ideas about where I am going wrong guys.?

 

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You haven't given enough background to really troubleshoot this. The wander package is NOT bugged. ALL the creatures and NPC's in Morroblivion came with a basic Wander package when they were converted from Morrowind. More likely, you are encountering some conflict, or something wrong with one of the animations of a specific creature. Try stripping down to Morrowind_ob.esm and see if you still have the problem... or try a different critter.
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Thanks for your reply Dave.

The problem is that I am not using the basic morroblivion creatures,I am using creatures that were not in morrowind,like boar,trolls,wolves,clanfear and dogs.

The creature that is giving me problems is dogs.

I was refering to my morro more beasts mod,sorry for not expaining more fully Dave.

 

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My point in saying that all creatures and NPC's in Morroblivion stared with a basic wander package was only that if the Wander Package WAS bugged, you would see problems all over the place... Lots of things could be going on, which is why you would need to be thorough in your background. For instance, if you have set "Current Location" instead of "Editor Location," then that would mess up a wander radius because the dogs would Always be within whatever radius of their current location. Have you checked any other of the boxes, like "must complete," etc.? How, also, do they react to enemies and/or prey? Combat AI would take over if they saw something they wanted to attack, or to flee from if their confidence is low. From your initial description, however, it does sound like there may be something wrong with the dogs themselves (or, as I mentioned, you have some other seemingly unrelated conflict). Try switching out the dogs at the skeleton/model level with something you know works, like rats or skeletons. Switch the skeleton and all related meshes/animations/sounds to essentially turn your dog into a rat. Does the problem still persist? Or do they start behaving normally? Or, try fiddling with other aspects, like their factions. Factions control their reactions. And, their intelligence, confidence, and energy level will also have a bearing on how they behave. Make sure you haven't inadvertantly set something in Conditions or Target. I'm sorry that I haven't given you any feedback on your beasts mod, but I have not stepped foot in Vvardenfell in almost a year, real time. I am planning on doing something similar at some point, but in my case will not even attempt to stay within Morrowind Lore. I don't care what Used to be in Morrowind; after 1033 Cliffracers in only one playthrough, I'm tired of the same old beasts over and over and over again. And, I Like Hill Giants, goblins, trolls, and Rainbow Wyveryn... Have you given up on your Quests mod? You didn't even reply when I said I would test that for you.
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Thanks Dave,I understand what you are saying and I think that Conditions could help if I use something like If GetsInCell == 1 to start the dogs wander package as soon as I reach that cell.But NP,as dogs are non combat anyway and was only trying to put them in towns for effect.

Sorry about not replying about the Quest mod,I got bogged down trying to sort out the interaction between all of the NPCs in the different towns who were to be involved in the mod[s],but will proberly get back to it later.Thanks for offering to test for me and I should have replied even though I had dropped the mod[s] for a while,sorry about that.

 

 

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