Thalassicus Posted December 4, 2009 Share Posted December 4, 2009 The question is simple, as in the title. Ideally I'd like to be able to block NPC's from using a few specific doors. I've tried the following, they still walk through: - Locking the doors, at very hard and key only- Setting owner to a different NPC or faction- Creating a new door class that's flagged for minimal use- Creating preferred pathnodes that avoid the door- Checked there are no 'unlock door' flags set in the NPC's ai packages Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 4, 2009 Share Posted December 4, 2009 Which doors? interiors? exteriors? What is the responsibility on these NPCs? Are there any NPCs that you want to be able to use this door? Are the doors something which you absolutely cannot script or alter in any way? Are you seeing the NPC using the door, or are you just assuming that they did since they ended up on the other side where their package target is? The game engine has a bad habit of moving NPCs to their destination on load as long as that destination is linked to the main world. Link to comment Share on other sites More sharing options...
Thalassicus Posted December 4, 2009 Author Share Posted December 4, 2009 Interior, animated doors, not load-doors. Can low responsibility allow an NPC without lockpicks to open a key-only door? I noticed they don't actually unlock the door. The door starts out closed, they open the door and walk through, but it's still locked - in an open state. Link to comment Share on other sites More sharing options...
Vagrant0 Posted December 4, 2009 Share Posted December 4, 2009 Can low responsibility allow an NPC without lockpicks to open a key-only door?Technically, no. But, a low responsibility will still do that package warp thing I mentioned if the interior is owned and non-public Interior, animated doors, not load-doors. I noticed they don't actually unlock the door. The door starts out closed, they open the door and walk through, but it's still locked - in an open state.What is probably happening is a common issue with pathgrids (usually prisons). Essentially, NPCs will always move to those nodes closest to where they are placed in the CS or are located when the player enters the cell. If the closest node is on the other side of a wall, they can often pass through. Setting a smaller wander radius, adjusting your path grid, or moving their package locations outside that area usually solves it. Link to comment Share on other sites More sharing options...
Thalassicus Posted December 4, 2009 Author Share Posted December 4, 2009 Thanks, thinking about pathgrids made me think of a way to do what I was looking for, by using linked path points and a custom door script that enables/disables linked points. Link to comment Share on other sites More sharing options...
SrJoben Posted December 4, 2009 Share Posted December 4, 2009 NPC/Door interaction is totally screwed up. I was messing around one day, tresspassing in Bravil Castle. I took a guard's keys, then he spotted me so i got him to disposition 100 so he didn't arrest but still followed me around.I shut him in a room and locked the door using the console.He just casually opened the door and stood there looking at me . o_O Link to comment Share on other sites More sharing options...
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