Great tutorials, man! I've spent the better part of the day going through and messing around in the kit while watching your videos; it's been a super educating experience! Thanks and keep it up!
Great tutorial, I've seen this over and over again just for mastering the AI packages since years ago, and yeah I've learned a lot, changed the packs a lot, and creating as well, thanks buddy. Lol 00:04:07 Im sorry I just can't help it haha
Hi there! I came here looking for help. I've been trying to make an AI Package for my pet dragon. I want it to hover in the main hall of my castle and then periodically fly to the dragon furniture marker closest to the player. Didn't succeed. I was hoping you might be me do that..?
so ive set AI packages before and they work fine with most actors. Unfortunately, I am trying to make a rabbit follower and i want him to sandbox around the area you find him. I cannot get any AI packages to work aside from the default one in the dropdown menu (i believe DefaultCreatureSandboxCurrentLocation4000List) but the radius is so large it leaves the area entirely. i planned to have him sandbox around editor location with a radius of 555 and a seperate package to sleep on an xMarker on a pillow. RabbitSandboxPackage8x16 and RabbitSleepPackage24x8 do not overlap and there are no gaps in time so that is not the issue. The rabbit refuses to move around, just playing regular rabbit animations in one spot. This would not be as big of an issue as i could just work around it and only have him be a lazy rabbit being on his pillow all day (that is his editor location) but he is always like 3-4 meters away from it. idk what to do, if anyone has any ideas please, i would like to know
I am so glad there's an fix to get Dawnguard and Dragonborn working on the CK now, didn't realise no one knew of it back around this time. AI Packages is the easiest thing, thanks for uploading this! (Still working a few kinks on certain packages out though, need to get that sorted.)
In order to properly load Dawnguard.esm as one of your secondary master files, you must first do as follows: 1. Use your text editor to open SkyrimEditor.ini within C:\Program Files (x86)\Steam\steamapps\common\skyrim\ 2. Under the heading [Archive], change the line "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa" to "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa"
That's correct, I have done a video on it now which includes a few other Skyrim Fixes. Not sure why Bethesda have not done an official patch for this though.
You need to look into traps and ambushes for that, I don't think it's tied in with AI Packages, this tutorial is just for getting NPC's to do general day to day activities so they seem more alive. You could look into the Dawnguard scripting for that kind of thing.
I have been using Camtasia which will record the screen, multiple audio and even a webcam. I recommend Camtasia 7.1 as I think the newer version is horrible lol
I have to admit I have been focused on finishing the main story (I know, how have I only just finished it) and finishing some side quests off. I have started Dawnguard and not to give spoilers away, I have met some interesting people on it. I've checked out the fort and it looks very Oblivion like which is good.
I only know how to make them look busy wandering around like gta ai and make them visiting some places as daily routine, now I want to know how to make some simple quest for potential follower like hireling so my npc having more reason why they join the player in adventure
I was wondering if you could perhaps help me? I am creating a mod where I build a small village around Heljarchen Hall and I want it to feel a bit more "alive", but I am having the worst time trying to get the NPC's schedules to work! I have one NPC, the Innkeepers daughter, who is supposed to wake up at 4, feed the chickens at 5, sit on a bench across the road for 3 hours, then waitress at the Inn for the remainder of the day, except she flat out disappeared! other NPC's have schedules but will not leave their cell to do anything! I did find one of the village children (who has a play outside schedule 11x4) just wandering up and down the road. I really do not know at this point where I am going wrong.
I am having trouble getting packages to work in a cell I created. After using this method didn't work, I took my characters out and put them the Drelas's Cottage (after removing him), did what you showed here (defaultSandbox) and it worked. What am I not doing in my own cell that makes packages not work? I know it's not pathfinding, because this is just a copied cell, where I (erm) highlighted the part of the cell I wanted (OLDBluePalce cell) copied, pasted and edited it (just removing cobwebs, adding lights etc)
no i understand. ^^ I even learn to take things from other mods and put it in mine without using esm or esp :3 Well thank you, you helped greatly. I'll leave you be.....
I don't mind helping people here and there, but I'm afraid I do not know everything on the kit and if something is in my tutorials then people are free to go and watch them to find out how things are done. Everything I know is mostly in my videos. Anything in terms of getting your player or followers to start playing drums is done with scripting, and although I am learning, I do not know enough on Papyrus yet to create such a mod. I also have many projects on the go, I don't intend to be rude.
How could I tell ;) Oo I have one more question. I'm trying to set a Patrol for one of my Guards but I just can't get it. Created my own Package and put Patrol in a 1024 radius around an X-Marker Heading, but he just stands there, where the heading is. Do you know of a way to solve this?
So I made a merchant on a stall in whiterun and I told him to go to sleep at the bannered mare. And everything works fine, but when it's time for him to leave the Inn and return to hes stall he doesn't. He stays inside the Inn. What am I missing? Do i need another ai package telling him to go back there?
stupid question and i cannot seem to find anyone having this issue: when i add an AI package (and faction) to an NPC, it all looks fine. i save and exit. load skyrim, click the data file, and play... but the NPC does nothing. go back into the creation kit and all of the packages i added and factions are gone. re-added them. still gone when i play. any idea why?
Do you know how to create your own innkeeper dialogue? Like, the "I'll show you to your room." thing. I need to set my own voice type for an innkeeper.
I'd love to see a tut one time about setting up factions with item ownership and guards etc *in a new worldspace*. Setting things up in the standard skyrim world is pretty straightforward but a new worldspace with all new factions etc is very tough to do. I can't seem to get it right.
Hey, how would I have a NPC switch Ai packages/paths? I want a NPC to walk from point A to point B and then pull out a knife and run from point B to point C.
By adding conditions to the AI package. Don't ask me how, I've just started looking into conditions myself and that's kind of why I'm roaming around on You Tube looking for a tutorial that covers the subject in depth.
I'm making a library and followed your instructions here to mod my npc scholars since I want them to be reading or writing while 'idle' and not just sitting around eating bread, which is all they do, but every time I either a) add an AI package to them (default or custom,) OR b) place an idle marker anywhere in the room, they won't spawn, even when I enter the coc cheat at the load screen. They're just not there. I had the basic defaultsandbox package on my merchant at first, which worked ok until I modified it to turn off some of her features. Then she disappears as well, and now even the default package won't work for her. I've searched and searched for an answer to this problem and I can't find any help. Why would even placing an idle marker do this? What am I doing wrong? Thanks for any advice you can give. Your tutorials have been invaluable to me and I really appreciate them!
There in the background you have a poster hanging that says: "I want to believe". Well I can give you a tip. Search for *Dr. Steven Greer*. It's mindblowing.
Even though these are older tutorials they are still some of the best on TH-cam. Thanks for sharing your knowledge.
Great tutorials, man! I've spent the better part of the day going through and messing around in the kit while watching your videos; it's been a super educating experience! Thanks and keep it up!
"...And there we have... Uh... eat soup? Thats fantastic!"
*sits underneath his desk crying*
Excellent tutorial! Still relevant.
Great tutorial, I've seen this over and over again just for mastering the AI packages since years ago, and yeah I've learned a lot, changed the packs a lot, and creating as well, thanks buddy.
Lol 00:04:07 Im sorry I just can't help it haha
'Wonder' instead of Wander? LOL
Great video - learned a lot. Cheers
Great tute. I got the bard to play outside by removing "LocTypeInn" from the quests dialogue bit (the BardSongs quest)
Hi there! I came here looking for help. I've been trying to make an AI Package for my pet dragon. I want it to hover in the main hall of my castle and then periodically fly to the dragon furniture marker closest to the player. Didn't succeed. I was hoping you might be me do that..?
so ive set AI packages before and they work fine with most actors. Unfortunately, I am trying to make a rabbit follower and i want him to sandbox around the area you find him. I cannot get any AI packages to work aside from the default one in the dropdown menu (i believe DefaultCreatureSandboxCurrentLocation4000List) but the radius is so large it leaves the area entirely. i planned to have him sandbox around editor location with a radius of 555 and a seperate package to sleep on an xMarker on a pillow. RabbitSandboxPackage8x16 and RabbitSleepPackage24x8 do not overlap and there are no gaps in time so that is not the issue. The rabbit refuses to move around, just playing regular rabbit animations in one spot. This would not be as big of an issue as i could just work around it and only have him be a lazy rabbit being on his pillow all day (that is his editor location) but he is always like 3-4 meters away from it. idk what to do, if anyone has any ideas please, i would like to know
I am so glad there's an fix to get Dawnguard and Dragonborn working on the CK now, didn't realise no one knew of it back around this time. AI Packages is the easiest thing, thanks for uploading this! (Still working a few kinks on certain packages out though, need to get that sorted.)
I don't actually eat soup myself lol, I just thought it brilliant that theres a specific idle marker for it. 8D
In order to properly load Dawnguard.esm as one of your secondary master files, you must first do as follows:
1. Use your text editor to open SkyrimEditor.ini within C:\Program Files (x86)\Steam\steamapps\common\skyrim\
2. Under the heading [Archive], change the line
"SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa"
to
"SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa"
That's correct, I have done a video on it now which includes a few other Skyrim Fixes. Not sure why Bethesda have not done an official patch for this though.
You need to look into traps and ambushes for that, I don't think it's tied in with AI Packages, this tutorial is just for getting NPC's to do general day to day activities so they seem more alive. You could look into the Dawnguard scripting for that kind of thing.
I have been using Camtasia which will record the screen, multiple audio and even a webcam. I recommend Camtasia 7.1 as I think the newer version is horrible lol
I have to admit I have been focused on finishing the main story (I know, how have I only just finished it) and finishing some side quests off. I have started Dawnguard and not to give spoilers away, I have met some interesting people on it. I've checked out the fort and it looks very Oblivion like which is good.
I have a question. How can you force a Follower to do a scene or idle marker?
I only know how to make them look busy wandering around like gta ai and make them visiting some places as daily routine, now I want to know how to make some simple quest for potential follower like hireling so my npc having more reason why they join the player in adventure
I was wondering if you could perhaps help me? I am creating a mod where I build a small village around Heljarchen Hall and I want it to feel a bit more "alive", but I am having the worst time trying to get the NPC's schedules to work! I have one NPC, the Innkeepers daughter, who is supposed to wake up at 4, feed the chickens at 5, sit on a bench across the road for 3 hours, then waitress at the Inn for the remainder of the day, except she flat out disappeared! other NPC's have schedules but will not leave their cell to do anything! I did find one of the village children (who has a play outside schedule 11x4) just wandering up and down the road. I really do not know at this point where I am going wrong.
Great video i hope you make more.
I am having trouble getting packages to work in a cell I created. After using this method didn't work, I took my characters out and put them the Drelas's Cottage (after removing him), did what you showed here (defaultSandbox) and it worked.
What am I not doing in my own cell that makes packages not work? I know it's not pathfinding, because this is just a copied cell, where I (erm) highlighted the part of the cell I wanted (OLDBluePalce cell) copied, pasted and edited it (just removing cobwebs, adding lights etc)
no i understand. ^^ I even learn to take things from other mods and put it in mine without using esm or esp :3 Well thank you, you helped greatly. I'll leave you be.....
I don't mind helping people here and there, but I'm afraid I do not know everything on the kit and if something is in my tutorials then people are free to go and watch them to find out how things are done. Everything I know is mostly in my videos. Anything in terms of getting your player or followers to start playing drums is done with scripting, and although I am learning, I do not know enough on Papyrus yet to create such a mod. I also have many projects on the go, I don't intend to be rude.
Can you do an updated tutorial for Starfield please? 🙏
How could I tell ;)
Oo I have one more question. I'm trying to set a Patrol for one of my Guards but I just can't get it.
Created my own Package and put Patrol in a 1024 radius around an X-Marker Heading, but he just stands there, where the heading is. Do you know of a way to solve this?
3. Save, exit and launch the Creation Kit, selecting Skyrim.esm and Dawnguard.esm as your master files in the Data menu.
hey im just wondering where do you get the idle marker for fishing ?
So I made a merchant on a stall in whiterun and I told him to go to sleep at the bannered mare. And everything works fine, but when it's time for him to leave the Inn and return to hes stall he doesn't. He stays inside the Inn. What am I missing? Do i need another ai package telling him to go back there?
If I want that my npc get out of the cell and wander around in Tamriel, then come back to the inn when it's dark. How can I do that exacly?
I want to know how to make that sitidleeatsoup marker to work. I tried to put it at the chair but npc didn't do the eatsoup animation.
Its a good poster, X-Files is some quality Sc-Fi 8)
Thanks.
stupid question and i cannot seem to find anyone having this issue: when i add an AI package (and faction) to an NPC, it all looks fine. i save and exit. load skyrim, click the data file, and play... but the NPC does nothing. go back into the creation kit and all of the packages i added and factions are gone. re-added them. still gone when i play. any idea why?
how can I make my follower go back to his original location/home when I dismiss them? edit: 10:15 how??
can anyone else not help but to stare at the i want to BELIEVE poster?
Do you know how to create your own innkeeper dialogue? Like, the "I'll show you to your room." thing. I need to set my own voice type for an innkeeper.
In "Quests" I think?
I'd love to see a tut one time about setting up factions with item ownership and guards etc *in a new worldspace*. Setting things up in the standard skyrim world is pretty straightforward but a new worldspace with all new factions etc is very tough to do. I can't seem to get it right.
Firstly, thank you VERY much :)
Secondly are you an X-Files Fan?
Hey, how would I have a NPC switch Ai packages/paths? I want a NPC to walk from point A to point B and then pull out a knife and run from point B to point C.
By adding conditions to the AI package. Don't ask me how, I've just started looking into conditions myself and that's kind of why I'm roaming around on You Tube looking for a tutorial that covers the subject in depth.
Thanks!
I'm making a library and followed your instructions here to mod my npc scholars since I want them to be reading or writing while 'idle' and not just sitting around eating bread, which is all they do, but every time I either a) add an AI package to them (default or custom,) OR b) place an idle marker anywhere in the room, they won't spawn, even when I enter the coc cheat at the load screen. They're just not there. I had the basic defaultsandbox package on my merchant at first, which worked ok until I modified it to turn off some of her features. Then she disappears as well, and now even the default package won't work for her. I've searched and searched for an answer to this problem and I can't find any help. Why would even placing an idle marker do this? What am I doing wrong? Thanks for any advice you can give. Your tutorials have been invaluable to me and I really appreciate them!
fixed it. I had to navmesh. :-/
you really like soup eh? haha
ok how about this is there any one Beside's Me at know's how to Give a Follower or npc more Carryweight in the skyrime Game
Yes I am 8)
There in the background you have a poster hanging that says: "I want to believe". Well I can give you a tip. Search for *Dr. Steven Greer*. It's mindblowing.
Awful sound. It hurts my ears.