Placing AISpot Nodes
This page briefly explains how to place and preview AISpot Nodes, using Object Spawner
This guide only explains how to place AISpot Nodes, for them to be actually be used by NPCs, you will need to setup a community
Usage
AISpot Nodes define workspots that NPCs created via communities can use
A workspot is simply a location at which a NPC will play a set of animations
Requirements
Tools
Object Spawner (v.0.91 or newer)
Codeware (1.15.0 or newer)
WolvenKit (With latest version of Object Spawner import script)
Knowledge
You need to have a basic understanding of:
Working with WolvenKit
Using Object Spawner (Spawning things and importing into WolvenKit)
Spawning AISpots
You must assign a unique NodeRef to each AISpot, in order for it to be usable
In order to spawn a new AISpot, select the corresponding spawn category in Object Spawner:
AI -> AI Spot
When you spawn an AISpot, it will by default use Judy to preview the animation
This may not always work (Judy will just stand there), since not all workspots support all body rigs
For more information on this, see below
Previewing Options
To know what rigs a workspot supports, take a look at the
AI Spot -> Previewing Options -> Supported Rigs
header
Here you can also change whether you want a NPC to preview the spot, and also which NPC should do so
A list of all NPC records can be found in Object Spawner
Entity -> Record
(Search forCharacter.
)
Additionally, you can change the speed of the animation during the preview
This is helpful since each time you move the spot, the animation will restart
Spot Options
Is Infinite
: If set to false, the NPC will try and go to the next AISpot defined in its community entry, once it is done with the current oneMarkings: For information on markings, check the community guide
As mentioned above, you must assign a unique NodeRef to your AISpot, in order for it to be useable
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