Added a trigger for one npc seeing another. This happens when the perception system sees something it's not aware of. After a certain amount of time, that object is lost from view and available to be triggered again.
As an experiment, set one of the characters to drag you to a certain location whenever they see you. Once they leave you there, you can try and sneak around, but if they see you again it's away you go. This isn't really a good way to handle this kind of situation, it would be better to have an ai routine for it, but it's just to test the trigger.
This trigger will be used in certain story modules where npcs try to accomplish a task without being seen, and when seen try to give you some excuse or misdirect you in some way. It may be useful to add an opposite trigger for when the player is no longer seen, in order to revert back to the task when he thinks he can get away with it.
The "modules" I mentioned in a previous post - for now I am going to try and create some of the modules I have already designed within existing systems rather than build yet another system for them. My urge is always to build a better system to handle something, but lets see how far I can get with existing limitations. I think team development where some people are responsible for building scripts, while others handle the system that puts those scripts together, is a good idea, because the engine guy can focus on building useful verbs, and the storyteller can focus on putting those verbs together in a meaningful way.