I can try it yeah, wouldn't do no harm.
Use this version of the k_inc_walkways.nss (
http://www.algonet.se/~stoffe/k_inc_walkways.nss) include file, along with this custom include file, st_inc_utils.nss (
http://www.algonet.se/~stoffe/st_inc_utils.nss), to recompile the k_ai_master.nss main AI script. If you are already using a mod that modifies the creature AI, use the relevant include files from that mod instead of the standard game ones to preserve that functionality (aside from the file posted above, of course).
Then make a custom OnSpawn script for your NPC, which may look like this (if you already have a custom OnSpawn script, add sections 2 and 3 from this example script to it):
#include "k_inc_generic"
#include "k_inc_treas_k2"
void main()
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ST: 1. Standard spawn setup...
GN_SetDayNightPresence( AMBIENT_PRESENCE_ALWAYS_PRESENT );
GN_SetListeningPatterns();
SetLocalNumber(OBJECT_SELF, 11, 6);
PlaceCritterTreasure(OBJECT_SELF, Random(4)-2);
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ST: 2. Custom configuration for waypoint walking.
// Enable custom pause delay, and animation usage.
GN_SetSpawnInCondition( SW_FLAG_WAYPOINT_PAUSE_CUSTOM );
GN_SetSpawnInCondition( SW_FLAG_USE_WAYPOINT_ANIMATION );
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ST: 3. Add animation and pause delay for relevant waypoints...
// 1st parameter: The TAG of the waypoint
// 2nd parameter: The animation number or constant, set to 0 to use no animation.
// 3rd parameter: The pause duration in seconds.
// IMPORTANT: Only 2 decimal numbers supported (i.e. 0.25 and 1.5 are OK, 2.225 is NOT)
// IMPORTANT2: The delay will only work if using no animation or looping animations.
ST_SetWaypointAnimation("WP_MYTAG_01", ANIMATION_LOOPING_MEDITATE, 6.0);
ST_SetWaypointAnimation("WP_MYTAG_02", ANIMATION_LOOPING_WORSHIP, 4.25);
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ST: 4. Initialize Waypoint walking.
GN_WalkWayPoints();
}
The new SpawnIn Conditions in section 2 enables custom pause delay at waypoints, and enables animations at waypoints.
Section 3 is where you configure the waypoints you want custom delays and/or animations at. Add one function call for each waypoint. As the comments say, the first parameter to the ST_SetWaypointAnimation() function is the tag of the waypoint (usually "WP_" + the tag of the NPC + "_" + a sequence number).
The second parameter is the animation number or constant, like you usually specify as parameter to a PlayAnimation() function.
The third parameter is how long the NPC should pause at the waypoint, in seconds. You can only use at most a hundred of a second precision, i.e. 2.5 and 2.25 is okay, while 2.225 is not (2 decimals max).
Aside from this setup you shouldn't have to do anything more to make the NPC walk (aside from adding the waypoints of course, if you are making a custom area where the waypoint paths aren't already created. :))
(LocalNumbers 20, 21, 22 and 23 are used on the waypoints (not the NPC) to keep track of this data, so if you have scripts that set variables on waypoints in the area, avoid those indexes..