Quite a cool mod, though may I add some suggestions?
1.Lessen the lighting in the houses. I felt as if they were too bright for the amount of candles and such 2.If possible, make the houses locked when the people are not in them (like houses mostly are in the West Waterfront) 3.Not needed, but some sort of bar/inn which could double as a sort of thieves' hangout could be very interesting to have
Just my thoughts, of course. I do definitely like having an extra slum section and look forward to any additions
i am currently making a last version of this, which has a tavern/ thieves guild prison. the only problem, is i have to switch around the houses. it will be done soon.
MrTimber: usually, when you enter an "off limits" zone people inside that zone will tell you to exit. It happens also if you are entering houses or closed shops (because the closing time has passed). Can't say more in deatil because I create only dungeon cells, so I don't usually need to check AI for residents and cell ownership.
Still I hope this will lead you toward the solution of your troubles with your mod.
I've been messing around with it. Astop now only does it at the all saints inn (now where he "works" now) and it feels like he is closing up. He also goes home every night. I have to practice to get it, this is my first mod, I need a lot of practice.
Untick "Continue if PC Near" in the AI packages. This should only ever be ticked for a package where the NPC is in an interior cell, and when they are the only NPC responsible for that place. Such as a home owner in their home, or a merchant in their shop - when an AI package ends (either because it has reached its time limit or because a higher AI package overrides it) an NPC stops what they are doing and moves onto their next package. But with "Continue if PC Near" ticked, the NPC is prevented from moving to their next package. Instead they follow the player around asking them to leave, and after a while of being ignored they may call the guards.
So this should never be used for a package used in an exterior cell as they player cannot "exit" it (walking far enough away or entering an interior would work but if they player is trying to do something where the NPC is then that is highly inconvenient), also it should not be used in an interior where another NPC is responsible for that cell, such as in an inn which the NPC does not run (the innkeeper will handle kicking the player out when they want to).
Interesting addition. Will eagerly await more completion. I do have one question, though: why is "west" Waterfront on the eastern part (map) of that island?
Had wondered if that may have been the case. IRL, I know where North is, but because of early education, I still think of North as whatever direction I happen to be facing.
12 comments
1.Lessen the lighting in the houses. I felt as if they were too bright for the amount of candles and such
2.If possible, make the houses locked when the people are not in them (like houses mostly are in the West Waterfront)
3.Not needed, but some sort of bar/inn which could double as a sort of thieves' hangout could be very interesting to have
Just my thoughts, of course. I do definitely like having an extra slum section and look forward to any additions
Still I hope this will lead you toward the solution of your troubles with your mod.
So this should never be used for a package used in an exterior cell as they player cannot "exit" it (walking far enough away or entering an interior would work but if they player is trying to do something where the NPC is then that is highly inconvenient), also it should not be used in an interior where another NPC is responsible for that cell, such as in an inn which the NPC does not run (the innkeeper will handle kicking the player out when they want to).