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Need help with ai & walkpoint issues

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Dragonqueeny
Need help with ai & walkpoint issues
Hi there! I am looking for some help from a scripter who can help me with this problem I keep running into: Npc's do not use the walk points I assign for them. I have installed the constubulary cop system in my module but they do not seem to be doing anything when character is being naughty. So if anyone can help me with this issue I would very much appreciate it.
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TheBarbarian
TheBarbarian's picture

Hello! :-)

Please link the system you are attempting to use, and describe what exactly you set up, and what is supposed to be happening that is not happening. The more precise, concise, and detailed your problem report is, the easier it is to help you.

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Dragonqueeny

https://neverwintervault.org/project/nwn1/script/rusty-constabulary-v098 <-  The police system I am trying to use but they don't work as it does not really correnspond with my Jasperre's AI system (or so I assume) 

 

Dunno how more precise I can be than: 

NPC's walk around but do not follow walkway points

 

Cops do not perform action when player steals something before their very noses or bears arms in places where it shouldn't

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TheBarbarian
TheBarbarian's picture

Is this the second system, which you are trying to use in conjunction with the one you linked?

If yes, did you install that system as an override or as a standalone?

Also if yes, is that the version of Jasperre's AI you are using?

In what order did you install those systems? Were any files overwritten?

What scripts are in your cop creatures' Events?

Have you modified any of the scripts while trying to merge the systems?



At a brief glance, it looks like Jasperre's AI changes the way user defined events are triggered, and Rusty's cops' behaviour happens almost exclusively via user defined events, as triggered through the default scripts.

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ffbj
ffbj's picture

I suggest you make a vanilla module to test the constabulary system to make it sure it works. If it does you have at least established that it works. Next define how it works. What calls the behaviors up? Is it in their, (the guards) on perception, heartbeat, or what?

Then at least you will have made a start. 

Additionally you should look at description of Jaspere's AI, to see what it over writes, if any, scripts, or rather replaces them. For instance the hb script of the constabulary package is what checks for weapons and if that script is not there it won't happen. That constable system is fairly complex too, but good luck.

All the TMI is why I never used it, and had make my own, though I did get some ideas from it.,

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Dragonqueeny

I already did that and already pointed out what is wrong I just cannot seem to get it to work hence why I was hoping to find someone willing to take a look at it for me.

 

Since I tried it on a VANILLA mod and it all worked perfectly, then I started building on the Vuldrick's base module, which has all the things I needed although something seems amiss here so if there is someone who can take a looksy at it i would appreciate it...

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Dragonqueeny

Yes that is the system

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TheBarbarian
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Alright, I've looked into this a little more, and am aborting the attempt because the time cost is starting to look unreasonable.

I managed to restore the patrolling and the reaction to seeing drawn weapons, but couldn't get the listening patterns to work again - and without those, the crimes just aren't being registered. :-/

I think I'd recommend just writing your own cops. It's sure to be less time-intensive than sifting through the entirety of the Jasperre AI documentation, trying to figure out why these two aren't playing nice together. x_x So much minty-fresh green text. I love it, and yet I hate it.

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