Whenever conversation is called, a ClearAllActions() is done first... this is why your NPC is halting his action queue and not performing WalkWayPoints any longer. What you need to do is go into his dialogue file in the conversation editor. In the bottom right of the editor, go to the last tab labeled 'Current File'. You will see a title called 'End Conversation Script' and places to put two scripts. These are scripts that will run whenever that dialogue file is aborted or simply ends. What you need to do is put a script in both of these slots that tells the NPC to do something once the dialogue is finished. For WalkWayPoints() all you need to do is call that command again... there is already a generic script called NW_D2_WALKWAYS that does this, so just stick that script in there. 1)One more question... How do I go about reseting the delays at each waypoint upon arrival. I know the delay is 1 second by default but im wanting him to move in a more lifelike way. Perhaps have a delay of like 20 seconds at each point. To do this, you'd have to change the basical WalkWayPoint() calls in the OnSpawn script and in the dialogue file. If you want him to wait exactly 20 seconds at each waypoint, the command would be: WalkWayPoints(FALSE, 20.0); Of course, the 20.0 could be any float number... even random. If you wanted him to wait 1 to 20 seconds, it would be: WalkWayPoints(FALSE, IntToFloat(d20())); Quote: 2) Secondly, i was wondering if there was a way to make them perform an action once arriveing at a waypoint. If so how does one go about doing that, if i knew how i could have them do something interesting like reach up to the sky in mimic of looking for apples in his orchard Not if you're using the standard WalkWayPoints() action, no. You'd have to come up with a new script to have him move to waypoints and perform actions before continuing on. ALTERNATIVE: ******************************* 1. Script Name: Resume Walking Waypoints After Conversation 2. What it does: Makes an NPC resume walking waypoints after a conversation. all you really have to do is this: In every conversation there is a tab in the editor in the lower-right quadrant labeled 'Current File' and in this tab there are two boxes, one labeled 'Normal' and another called 'Aborted'. Just put the following reference into a built-in script into each of the boxes: nw_d2_walkways That's it. Ambiance