whizzman Posted July 27, 2009 Share Posted July 27, 2009 First post, woho, I hope this is the correct section. I'm having trouble with followers not following the PC through teleporting doors. I choose a Follow package and as far as I can tell they should be able to, but they obviously wont. I'm hoping I've just made a rookie mistake and that someone here could give me a qucik answer to what settings should be applied to a NPC or creature that can move through diffrent areas, preferably all areas. Best regards, Whizzman. Link to comment Share on other sites More sharing options...
Maigrets Posted July 27, 2009 Share Posted July 27, 2009 I don't know about NPC's because I only do creature companions, but I assume it would be the same. To have them fast travel and follow through doors properly, they need to have an Intelligence of at least 30. It doesn't need to involve packages. Just note that with creatures a higher intelligence means they can actually open doors on their own and will wander through loading doors as well. That's in wander mode, not follow. You need to lock doors if they are meant to be restrained in an area. Link to comment Share on other sites More sharing options...
whizzman Posted July 27, 2009 Author Share Posted July 27, 2009 Thank you very much Maigrets, I knew it was just something very trivial! That's what you get for trying to make companions as clever as rocks! I will try this out in a jiffy! :thumbsup: Link to comment Share on other sites More sharing options...
Maigrets Posted July 27, 2009 Share Posted July 27, 2009 Actually, I forgot to say you don't necessarily need to lock doors to stop companions opening them if you don't want them to. You could also lower their wander distance, but this could also potentially take them near doors, so locking is probably the best option without going down the scripting road. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 27, 2009 Share Posted July 27, 2009 and will wander through loading doors as well.No... They won't. Nothing wanders through load doors. Wander packages only check the interior cell that the package tells them to stand in for pathnodes. Furthermore, only the nodes located in the cell the NPC is in are even acknowledged for the purposes of moving from one area to another, this is why subspaces are needed on things like balconies, the NPC only sees that the pathgrid leads to a door, and that that door leads to a cell in which they are being told to go. They do not see that once in that cell that there are no points linking the area above with the area below. NPCs will only use load doors in 3 situations. The first being the most common, they have packages that tell them to go to something or somewhere in a cell beyond that door. The second one being as part of a flee package, where the actor is looking for a place to run to. The third being a combination of the two, the actor is in combat, their target has changed cells, so they try to use the load door to change cells too. There are no other cases where an NPC will use a load door. you could fill a small interior cell with NPCs, line the outside walls with load doors that lead to an exterior cell, setup pathgrids infront of every door, and a whole worldspace outside, give each of the NPCs a wander package with a radius of 50000, ensure that the NPC has low level processing and 40+ int, and not one of them will ever leave that cell. The same goes for creatures. Back on topic, you should make sure that the actor has low level processing enabled (unchecked), otherwise the actor will not be able to process packages when the player is not nearby. Marking actors as quest objects can also help if this reaction seems slow, but can cause problems if it is done to too many actors. This is one of the more common reasons why NPCs will not follow you. Additionally, if this problem is happening in SI, you should be aware that all the load doors between worldspaces in SI (bliss, crucible, main exterior, that place outside the wall, and the palace area) are specially configured to deal with the fundimental changes of those worldspaces, and as a result, seem to block quite a bit of normal NPC movement. There is no solution to solving this one short of a constantly running script on the player that moves the actor to the current worldspace, or making changes to those cells. Link to comment Share on other sites More sharing options...
Maigrets Posted July 28, 2009 Share Posted July 28, 2009 Yes, Vagrant0, you are correct. I will clarify my statement about wandering through load doors. I should have said...will flee if they have low confidence and go through loading doors, if actually being chased, or following the player in combat. My House Cats and other pets do in fact go through loading doors if they perceive themselves to be in danger. They have low confidence, so they don't engage in combat because they are pets only and not meant to be in combat. At least they did until I made them Player Owned, because otherwise they flee and won't return if hit by the player. Since those particular companions are pets only, they are not scripted to get around the flee response. However, they still run through load doors if a fight breaks out. ie...the cats are in Anvil. I start a fight with the guards and the cats run into the chapel through the loading doors or out of the city itself. My fighting companions are different obviously. They don't flee. Like I said I only do animal companions. I have no interest in any other kind, so the OP would probably be better getting help elsewhere for NPC's and other companions. Link to comment Share on other sites More sharing options...
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