Oblivion
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Hasteric

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Hasteric

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26 comments

  1. jet4571
    jet4571
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    Still has the same problem with Travel packages in Oblivion, chances are the NPC will be seen leaving the last package location or already in the next but rarely between and on the roads.

    Fun script for patrols:
    Scriptname AAPatrol01Script
    short Patrol
    begin gamemode
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest1Ref <= 512 )
    set Patrol to 1endif
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest2Ref <= 512 )
    set Patrol to 2endif
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest3Ref <= 512 )set Patrol to 3endif
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest4Ref <= 512 )set Patrol to 4endif
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest5Ref <= 512 )set Patrol to 5endif
    if ( AAPatrol01Ref.GetDistance AAPatrol01Dest6Ref <= 512 )
    set Patrol to 0
    endif
    end

    Place 6 Xmarkerheading along a road, name them AAPatrol01Dest1Ref to AAPatrol01Dest6Ref, place an NPC into the world named AAPatrol01Ref. Add the script and put the script into your NPC. Then make 6 AI packages each pointing to a marker you added(Named to fit unless you are a masochist, Example AAPatrol01Pack1 for AAPatrol01Dest1Ref). Set the condition to GetScriptVariable and select AAPatrol01Ref. Change the number to what the script and AI pack says is the destination starting with 0 for the first pack, and 4 for the second to last. Ai pack uses the variable from the pack above it in the script except the first which uses the last. The last pack should NOT have a condition otherwise no AI pack will be used "5" is unused by all so the NPC will not get stuck on the 4rth pack. This can be shortened to just 2 AI packs but suffers the same problem as just travel to X and wander there until the next Travel pack kicks in NPC is at one of 2 locations either entering or leaving. 6 locations along a road and there's the illusion of random encounter.

    How this works is when the game loads the NPC will choose the appropriate AI pack. Being it is the first time the NPC has been in the game it will pick the last one because "set Patrol" has not happened and therefore there is no number to meet all the conditions of the other AI packs. So it will walk to AAPatrol01Dest6Ref and when it gets to less than 512 game units distance the script kicks in and sets Patrol to 0 which enables the first AI pack. after a short pause(Xmarkerheading as the destination facing a sign or a view along the road works to explain the pause if the PC comes across it) the NPC will then run the first AI pack and all the rest in turn to repeat them indefinitely..

    That's how to make a Patrol AI pack from Skyrim in Oblivion using a Travel AI pack. Skyrim is easier, link Xmarkerheading's together so the last links to the first and set one of them as the AI pack target and the NPC will go to each one and repeat forever. Oblivion has go to X and then choose a new pack or the broken method of go someplace and also need to be close to something else that only works if both are in a cell loaded into the game otherwise they will ignore the condition. hence why Imperial patrols are always in the same general bit of road.
  2. jimbo321
    jimbo321
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    .
  3. ShadowmarkReturns
    ShadowmarkReturns
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    Do they have names? Randomized or not, it'd be nice.
    1. marob307
      marob307
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      one post after 5 years... I don know.
    2. malablondi
      malablondi
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      The npcs have names,they don't respawn,and only a few of them have a weapon in inventory.Some of the travelers have spells added,even though they don't have skills high enough to cast them.
  4. Caprinus
    Caprinus
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    @aceGT
    It might be that some other mod is lowering their Aggression (normally 5) to 0. You can test this in the console; open the console (tilde key), click the NPC, and enter "getav aggression".

    Hmm, addendum while I was looking at the editor. I don't think anyone's maintaining this mod anymore, but there's a small lore nitpick - the two orcish NPCs don't have the gro- prefix in their surnames.
  5. aceGT
    aceGT
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    I really like this mod, but for some reason when travelling NPCs are attacked, either by me or other NPCs/creatures, they will not fight back. They just draw their weapon and keep on walking. Any ideas to why this is occurring?
  6. nintai83
    nintai83
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    Don't trash something until you have ACTUALLY tested it please... even then you should learn to be respectful to someone who took their time to provide you with something without asking anything in return.

    First off, I tested this mod and it works perfectly. The reason you are not seeing any new NPC could be because...

    Are you running a massive travelers mod like crowded roads or tamriel travelers? You will not notice such a small amount of travelers in that hoard of NPCs.

    Or maybe you will need to allow the travelers to actually begin traveling. In my case it took about 4 hours "15x1 speed" for them to begin. They seemed to move out from the Imperial City north to Bruma, south down the green road, and some to Cheydinhal. This is what I noticed from a few hours of real-time testing. Note: this is not wait/sleep time but actual gameplay time.

    Lastly, you may have a conflicting mod or need to play with the load order.

    Some of the travelers sell goods. They are varied and less generic than some of the other mods. I personally like to use several small scale detailed traveler mods rather that a massive generic one... that's just me though.
  7. Crabbensmasher
    Crabbensmasher
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    It's terrible, but I've come to distrust small mods like this. The last few times I've downloaded mods with little information, they've either been corrupt, or effect large parts of gameplay. Some more information would be great!
  8. ITPaladin
    ITPaladin
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    ...
  9. dragondied2
    dragondied2
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    Sounds interesting. I'll give it a try. Is it compatible with Wandering Encounters?
  10. Caprinus
    Caprinus
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    Hm. I've been using this mod for a while now, and for some reason I never see the new NPCs in game. Examining the file with OBMM and Tes4Edit didn't reveal any serious conflicts.