Yup. Could possibly be the reason Terrorble mentions - that the default script used for conversations - has been altered in such a way the NPCs turn in another direction.
Check inside the NPCs conversation - anyone turning east - as they most likely will all share the same script.
You'll see in the lower right corner a number of TABs.
TEXT APPEARS WHEN - ACTIONS TAKEN - etc.
Scroll them to the end until you reach the CURRENT FILE TAB.
Open the script assigned to End Conversation (default: nw_walk_wp)
Inside this script, search for -
SetFacing
This would be your culprit if found.
Additionally, the script may not have been modified, but rather, a deeper script - x0_i0_walkway - which is referenced in the conversation script (nw_walk_wp), either by the original author of the PW or by importing a script set that overwrote x0_i0_walkway.
Finally, check the variable stored on the NPC (right click - VARIABLES) for -
X2_L_WAYPOINT_SETFACING int 1
This turns NPCs to face the waypoint they're associated with, which also might be causing NPCs to turn, which is referenced in x0_i0_walkway default NWN script.
if(GetLocalInt(oWay,"X2_L_WAYPOINT_SETFACING") == 1)
{
ActionDoCommand(SetFacing(GetFacing(oWay)));
}
If none of the scripts have been altered, then I'd go with the variable being set on the NPC in the pallette or created OnSpawn - depending on who the builder set up NPC creation.
FP!
Modifié par Fester Pot, 12 août 2013 - 05:14 .