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How to eliminate travel delays with NPC packages?


KWITS
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Good Day,

I have a scenario under my TESIV Oblivion Mod in which a one NPC leads another NPC that follows when the first NPC goes to a distant location with multiple teleports. The travel package is functioning but I want my primary NPC to lead the group as if they and they alone knew the path ahead. However, there is a 60 to 120 second delay before the NPCs begin moving through a teleport to a new interior location. Also, the two NPCs in question never go ahead of me as they should. I have to trigger the travel package to start by going first through a door. Does anyone have any ideas on how to minimize NPC travel package delays and how to have a primary NPC lead another NPC autonomously?

Thanks,

KWITS

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Good Day,

The following code still freezes Oblivion during game play:

If ( WaVLTFoundQuest == 47 )

playSound3D SPLAlterationCast

SetCrimeGold 0

SetPCInfamy 0

Endif

This code is executed within the Results section for the topic

Regards,

KWITS

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Thanks for you continued interest in this forum thread! I have used Boolean logic throughout my Mod and only this time, I am running into a problem with this function call to remove Player infamy. I have also noticed this same use of code with other developers in their Mods. Why is this not recommended as a best practice in your opinion?

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