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Found 8 results

  1. I'll make it brief. The situation is the following: I have all the DLC's and the latest version of the game. Everything works fine in game etc. I've been working on this mod for the past two weeks , it's an esp. Never had a problem during testing / gaming / scripting (not the kind of "what the heck" problems anyway), until now. Basically, I have an actor placed (from geck) inside an empty interior cell which I'm using as a reference repository of a sort. For now, that npc is the only reference inside the cell. The actor is , of course, a persistent reference. Now, the problem I noticed concerns the AI package. Basically when I add it to my NPC , no matter what AI package I try, whenever I go to the BEGIN / END / CHANGE tab and write a correct, working script inside the On Begin block, such as ShowMessage somemessage , when I start the game the message pops up right before the main menu, during the intro slideshow (specifically before OBSIDIAN). This is true also for other functions whose effect I can notice visually, such as the NVSE/FOSE function "print ", which crashes the game which is to be expected if NVSE loads after the game starts ? Point is, why the heck does the On Begin block of the package get executed at the main menu? I'd also like to point out that tweaking the duration and start hour in the package schedule tab seems to get things to work normally only for certain values of duration and hour. Package conditions also seem to apply, as if I insert the condition that the package only runs when in the same cell as the player , I don't get any odd behavior at launch. It's almost as if the package gets loaded and run prematurely? and even its conditions are evaluated. I don't understand. Also, after I load a save game the package itself doesn't seem to get picked by the AI, while other packages are picked and run just fine by the actor. Removing all packages doesn't solve any of the issues. I tried creating a new mod from scratch, a simple esp with one npc , one package and a script in the On Begin block, thinking that maybe my esp got corrupted... but nope, I "fortunately" get the same results even with a brand new esp. As I mentioned, for certain values (NOT all of them) of duration and starting hour, the package doesn't behave weird at launch, however, leaving it set at "any" and duration "0" in the schedule tab ALWAYS results in this odd behavior. I also tried to run the game by moving the saves out of the directory, just because I was running out of options. I'm sorry if this has been brought up before, but I wasn't able to find anything anywhere. I do have the feeling I'm missing something big here though, so any clarification would be welcomed. PS: Again, I want to stress the fact that ANY package I create behaves like this , the reason why others don't it's because either they lack the on begin script, or they have a condition such as GetInSameCell etc. The esp masters are all the dlc esm's ans falloutnv
  2. I do not know how to design mods, otherwise I would tackle these myself. Idea #1: Ever arrive in Whiterun at 2 a.m., and everyone is just returning to their homes? Or go to sleep in an inn at 10 p.m., and wake at 6 a.m. to have everyone who was there at 10 still there (and perhaps in your room!)? I searched and could not find a mod that has NPCs keep regular-ish schedules despite the player's presence. So if someone knows of one that fixes this issue, or can design it, please let me know. Idea #2: Ever been delivered a letter by a courier, then witness him stand around for hours? I searched and could not find a mod that had him head to the local inn, or leave the general area. Again, if you know of a mod, or can design this, please let me know. Granted these are simple things, but they are things that have annoyed me for many moons now. :smile: Thanks guys! And happy hunting! -Kilborn
  3. Heya! So I've been working on adding my custom voiced khajiit followers as marriage options, and the mod is more or less done. I've added onto the default RelationshipMarriage quests, so I'm using default scripts, aliases, and AI packages. Marriage works fine, moving among all 9 default houses is fine, dialogue options are fine. However, I've experienced an issue with their sandboxing in their spousehouse that I can't figure out: Only seems to affect Hearthfire houses. After arriving at the house, they do not sandbox around inside, instead standing in place until the next change in their schedule occurs. -If they're heading outside next, they do so properly. -If they're heading to the kitchen, they do so properly (and sandbox properly for this package, using the nearby warmhands idlemarker). -If they're heading to bed, they do so properly, and sleep on-schedule (although, for some reason when they wake up, their eyes stay closed until I speak to them). -Often times when I wait/sleep in the house Location, the spouse will disappear, and I have to Wait inside and/or outside for them to reappear. -Sometimes when coming back in from outside, the spouse will disappear instead of appearing inside, again requiring Waiting. The fact that they follow their schedule properly is what has me so confused, because it means the house sandboxing alias is being filled properly. To me it just seems like the "Sandbox Inside" package at the bottom of their sandboxing stack (a SandboxMultiLocation package) is not functioning properly for some reason. FWIW, I've noticed the sandboxing seems *less* broken the farther along the house is in development. They still don't actually sandbox around when on the Inside package, but they don't outright disappear as much. TL;DR: In Hearthfire homes, spouses follow their AI schedule, but do not sandbox when inside the house. Anyone run into anything like this before? It's the last thing to fix before publishing this monster, but I just can't figure it out. Any help or suggestions would be appreciated. Thanks!
  4. Does anyone know how the scheduling of NPCs is handled in settlements? When they go home, go to the "relaxing" idle location, and when they go to their spot and are open for business? At first it was normal but at some point I could no longer get any dialog when vendors in one settlement (at least) were open/on station. They just give a greeting and that's it. If I talk to a vendor while they are off duty sitting drinking coffee in a chair, etc. then I get the correct sales dialog. The only vendors not affected are bars but they might always sell. Currently I just have one settlement with vendors though but will find out soon if it's all vendors in settlements. It's really annoying and I'd like to be able to debug it or reset schedules somehow by restarting a quest or running a script perhaps. I do have Sim Settlements (2.8.1) but I don't think it's specific to that. I'll need to test with generic vendor mats to find out if no one has any other ideas. This is in the Commonwealth settlements and not in DLC areas. I haven't used those yet.
  5. When i first started skyrim, i was dissapointed over the lack of NPCS schedules. I found one mod which tried to help it, but it wasn't much to look at. I mean, Whiteruns healer just walk around the gildergreen, or stands and prays in front of a war victim. Uthgerd just sits in the bannered mare, doing nothing else. She is dressed as a adventurer, she acts like one, she even got a house which she only uses to sleep in! Anoriath says he hunt the game all by himself, still i never see him outside whiterun. Nazeem is described as stuffed up the jarls arse, but never do they talk or anything. It's all so stupid that all their potential is misused. My suggestion Make a mod which expands their schedule! Let Ysolda actually exchange wares between the Khajiit, let the farmers drop of wares with the local food merchant! Let the mercs get hired by other people then just you! Im not asking much, just improved schedules! Tarie and her sister never seem to get shipments or make clothes. Balimund don't send his apprentice to deliver items, and nobody go get stuff from them either. Untapped potential!!!! We want wanderers, adventurers, mercenaries, Salesmen, merchants, delivery, Proper blacksmiths, and court attenders! The nobles won't do! As said, they got potential which is unused, untapped, wasted! You shouldn't be the only person in game which can buy new weapons, clothes, or adventure around the realm! Thank you for reading, support this request and we maybe get this mod.
  6. Hi, so far Spouse Life by Ekkii does a similar thing, but the mod has been abandoned, and it only applies for Whiterun, and doesn't cover housecarls. So what I thought was maybe just make a schedule for spouses so they can still visit inns or something if it's not possible for them to open an actual store and have housecarls follow them when they aren't following the Dragonborn, which could probably be done with modifying their schedule to mimic the spouse's when there is one, with minor differences. It sounds simple for me but I'm not a modder so I wouldn't really know. If it was simple that mod I mentioned earlier would be probably more complete. Thanks for reading.
  7. I can't remember changing the xnb file (only portraits/sprites and not on Leah). I tried removing different mods regarding Leah, and finding a new non-corrupted file from a mod, but nothing happens. Anyone who knows how to translate this into human language and how to fix it? [game] Failed parsing schedule for NPC Leah: 900 LeahHouse 3 7 3 leah_sculpt/1200 Beach 72 18 2 leah_draw/1900 LeahHouse 8 5 0/2200 LeahHouse 13 10 2/2400 LeahHouse 2 4 3 System.NullReferenceException: Object reference not set to an instance of an object. at StardewValley.NPC.pathfindToNextScheduleLocation(String startingLocation, Int32 startingX, Int32 startingY, String endingLocation, Int32 endingX, Int32 endingY, Int32 finalFacingDirection, String endBehavior, String endMessage) in C:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\NPC.cs:line 5046 at StardewValley.NPC.parseMasterSchedule_PatchedBy<SMAPI>(Object rawData, String )
  8. Does anyone know if there's a mod that lets you assign a pre-existing schedule to an NPC? For example, if I want Ysolda to patrol Whiterun like a guard, I'd assign her the schedule that the existing guards use. I know I can get a similar effect from MHIYH, but the timing of the schedule is rigid and the assigned NPC doesn't roam about a great deal, particularly if they're on guard detail. Thanks for any assistance!
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