Talk:Find Package
I am not sure how 'real' the find package is in regards to the game world.
According to the wiki if a find command is run on an object the item will be activated, causing it to be picked up.
As a case study lets look at "M'aiq the Liar" (ID:Maiqtheliar) If you enter his AI list there are only 3 elements.
- A find command to collect 20 callipers per search
- Two travel commands
If the callipers are really being collected, why don't they end up littering his inventory? Why doesn't he end up over-burdened? There are no AI commands for selling of these objects, or putting them down anywhere.
This is the fact for almost every case of find object in the game. This limitation has been the downfall of many of my plans to make a world where people have to barter in order to have enough gold to survive.
I would like to hear others opinions of this package.Decoup 08:36, 27 May 2006 (EDT)
- just moving this info from the Questions page where it was previously posted.
- In my experience, it does work, but it only works within the location of the package. NPCs won't go through doors to find items, so if you place an NPC with a Find Weapons package outside the door to a blacksmith's shop, he will search outside in the radius given, but will not enter the shop. If no valid items exist within that area, he will do nothing or default to wandering. As far as I've seen, if the items are found, they ARE placed in his inventory. I haven't looked at Maiq's packages specifically, but I imagine there just aren't any calipers in the areas he explores. Try using the console to place a set near on the ground near him; he will most likely pick them up. Side note: NPCs won't pick up items you drop from your own inventory, because they are considered 'owned' by you. This applies even to characters who would normally steal from other NPCs. Scruggs 09:13, 28 May 2006 (EDT)
- I'm getting good results with this package. I can drop items from my inventory that I own and the NPC will pick them up. Settings I am using are "Current location 0 radius" and "all:Wearable value 10". This makes the NPC pick up any armor or weapons that I drop at his feet, or any dropped by other NPC's. b3w4r3 08:46 08 Sept (EST)
- I can confirm this - at least at Patch 1.2xx, NPCs DO pick up items of the given ID dropped by the player. Could it have been changed with the patch? Regarding chair:
- I'm getting good results with this package. I can drop items from my inventory that I own and the NPC will pick them up. Settings I am using are "Current location 0 radius" and "all:Wearable value 10". This makes the NPC pick up any armor or weapons that I drop at his feet, or any dropped by other NPC's. b3w4r3 08:46 08 Sept (EST)
He will NOT sit in it. He will "tap" the chair but not sit.--Elim Garak 13:49, 17 November 2008 (EST)
When you set the target of this package to a container does the NPC loot everything in it?KyleWollaston 03:11, 26 November 2008 (EST)
Procedures which make up the Find Package[edit source]
What procedures does the Find AI package contain ? -- shademe 03:01, 10 October 2008 (EDT)
Using a Find package to make an NPC sit[edit source]
Observation: a find package with the target set to Any Object and a chair Base Object selected in the ObjectID box causes the actor to play the sit animation on the furniture marker (the thing with a green wireframe) and not on the chair (sits in the air facing the chair, usually). A Find package with a specific chair reference as target works fine (and, so far, is the only acceptable way I've found to make an NPC sit) QQuix 14:28, 13 August 2009 (EDT)
- -The best solution in a case like that is to use a Travel Package, and tell the NPC to sit within a certain radius of where they currently are.
- therealneraverine 22:50:28, 6 September 2009 (GMT)
No target = crash?[edit source]
I'm trying to track down the cause of some crashing I've been experiencing with a new installation and modding setup, which is probably about the perfect conditions to encourage that sort of thing! (Then again, it might just be Oblivion being Oblivion).
Anyway, I've found a suspicious "find" package, i.e. one that has no target set. I know that follow packages with no target will crash Oblivion, but is the same true of find? Not that I intend to test that particular theory to destruction, but it'd be useful to know, especially considering how easy it is to inadvertently specify a location instead of a target. For that matter, are there other package types that absolutely require a target but which Construction Set will still accept without one...? --vom 00:38, 1 April 2010 (EDT)
- Having researched it a bit, I haven't managed to make it crash by adding the offending package to random NPCs using AddScriptPackage, though I still suspect that it may not be a good idea. And something is causing regular CTDs... --vom 07:11, 1 April 2010 (EDT)