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How to control NPC movement through quest transitioning?


KWITS
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Good Day,

During extensive testing of my pre-release of the WaV Mod under TESIV Oblivion, I have encountered a problem with NPC movement between successive transitioning of each new quest.

Here is the scenario:

The Player first encounters a NPC during a quest which the topic of discussion triggers the next quest. The Player moves on to the next quest level of completion. Using packages to control NPC behavior, I attempted to control the movement of the NPC from one location to another location on the change of a quest. However, after several successive quests when the Player returned to the original location to find the said NPC, the NPC was no where to be found. During my troubleshooting, I continually unloaded my Mod against my saved Player file, saved my game and then loaded back my Mod to another saved game version. This action had limited positive effects but did not resolve the issue at hand. I was able to mediate the problem by creating a new NPC reference of the same character by placing the NPC within the desired location but is this a best practice? Wouldn't eventually during real game play, the NPC would meet up with its doppelganger? :) My top priority within any Mod development for Oblivion is to create an intriguing world with an exciting story line and a realistic, innovative environment. I often think about my gaming world when going to bed each night. Yes, I do have a life but this is how creativity within the human brain works, at the unconscious level. I have resolved script issues even in the shower! :) Anyway, I suspect my issue arises from the actual aspect of going back and forth between game saved levels between each quest. I am planning today to begin my main quest over from the beginning and observe the results. I would prefer that my NPC would simply be waiting for me at my own convenience and choosing. This is how is in the real world. If someone give you a job assignment and says, "I will be here when you get back", it is a reasonable assumption to expect this individual to be at the designated location as expected.

Does anyone have any ideas?

Cheers,

KWITS

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Good Day,

This issue appears to be now resolved. I performed the following actions that might have led to the final fix.

1. Added all ending and intro quest stages to the NPC's package in which the NPC would be expected to begin dialogue

2. Used the MoveTo function within the Mod's main script

3. Used the enable function against the NPC reference

Regards,

KWITS

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Good Day,

Although I now consider this topic closed since my NPC is waiting for my arrival back to town at her designated location, I am still having issues with my NPC's packages. For example, during testing, sometimes my package launches enabling the NPC to travel and while in other cases, the NPC does not travel to the referenced location. What causes this eractic package behavior?

Thanks,

KWITS

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Good Day,

I have discovered that if the Player accesses a teleport out of a building and then re-enters, the NPCs will begin traveling to there next referenced location. However, why is this necessary? It appears that by the presence of the Player that this makes the NPCs in question halt their travel.

Cheers,

KWITS

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