That's likely set by a quest, so if you head to Character->Quest. Looking at them, it would appear Lucas uses the WorkshopNPC script in combination with a few relevant factions, but has no AI Package set. Lucas himself, his brahmin, and his two guards. If you go to Actors->Actor, and search Lucas, you'll see four NPCs. The vast majority of the packages are templated off the GroupMovement package, so there isn't much to poke around with in them, just he data to assign at the top.
There is a package for his entourage to use while he's set up shop, a series of six different movement packages for going from place to place, a series of three packages for Lucas to use to pause and "wait" somewhere, etc. All of those are or were intended to be used by LucasMiller, and they follow standard Bethesda naming rules. If caravanIndex Package portion of the Creation kit, and search Lucas, you'll find a series of packages with names starting with the word Caravan. Int caravanIndex = CaravanActorAliases.Find(assignedActor) is this actor already assigned to a caravan? unassign this actor from any current job WorkshopScript workshopStart = GetWorkshop(assignedActor.GetWorkshopID()) WorkshopScript workshopDestination = GetWorkshopFromLocation(destinationLocation) WsTrace("ĚssignCaravanActorPUBLIC actor=" + assignedActor + ", destination=" + destinationLocation) NOTE: package on alias uses two actor values to condition travel between the two workshops
In other words, settlers you assigned to caravan from one settlement to another:įirst and foremost, script-wise they're assigned via lines 1570-1633 of WorkshopParentScript, here: function AssignCaravanActorPUBLIC(WorkshopNPCScript assignedActor, Location destinationLocation) This first part will be workshop caravans. All right, so I've been messing with caravans recently myself, so I can add a few pointers.