roguehallow Posted February 21, 2009 Share Posted February 21, 2009 Hi forum folks. I've created a leveled creature list containing 3 enemies:1) a Prodigy, which uses the model and behavior of a Feral Ghoul (lv. 3);2) a Degenerate, which uses the model and behavior of a Feral Ghoul Variant (lv. 6);3) a Composer, which is similar to 2 but uses a different texture (lv. 6). All three of these enemies have exactly the same default sandbox/patrol AI packages, and all three are set to Foolhardy. When I place any of those three enemies directly into my level and playtest, they attack like they should. However, when I place an encounter, the Prodigies that spawn from the encounter points attack like they should, but the Degenerates and Composers run away the moment they see me. They NEVER attack. Does anyone know what might be causing this inconsistency? Thanks! Link to comment Share on other sites More sharing options...
Pax1138 Posted February 21, 2009 Share Posted February 21, 2009 I haven't messed with Encounter stuff so I may be way off base, but I do know that enemies (especially melee enemies) tend to run away if the AI can't figure out how to get to you. I've encountered this problem especially with areas that aren't NavMeshed correctly. Experiences trying to hunt down a fleeing Deathclaw or Behemoth in a NavMesh-less area come to mind. But if your new critters work when just placed in level, I'm not sure why doing it as an encounter would be different. Since Type 3 is based on Type 2, though, I would look for ways in which the AI or settings for them is different from your Type 1 to try and find the trigger. Also, do you always test with the same character or characters of different level? That can have an effect on occassion, I've found (some critters respond different to a first level character as opposed to, say, a Maxed out level 20-er). At any rate, that's all I can think of. Hope it helps! -Pax Link to comment Share on other sites More sharing options...
roguehallow Posted February 21, 2009 Author Share Posted February 21, 2009 Thanks for the advice, Pax. I've seen a couple other posts dealing with a similar issue and the replies always mention the NavMesh. The NavMesh currently in place is the one that was there before (in Vault 92) and I don't think I've changed it. I've been over and over the AI and I don't think any of the enemies are different from each other. I've tested the mod at several different levels between 5 and 20 and the results are usually the same. What befuddles me most is that the higher level spawns run away, but the weakest enemy on the spawn list always attacks as normal. Very odd. I'll keep looking into it. Link to comment Share on other sites More sharing options...
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