DaemonGrin Posted July 27, 2015 Share Posted July 27, 2015 So working on my mod I test every so often while developing my layouts placing more or fewer npc's distancing them etc. However I have run into something annoying. Entering the 3rd section of my bunker I am swarmed even if I enter in sneak (test character is level 1 and I tgm and set stats up to test scripts etc). I know placing enemies close to each other results in swarms. Anyone have any tips or tricks to prevent insta swarming? I entered my 3rd cell in sneak 100 didn't even move. (Enemies are also toggled to lvl with pc lowest lvl is 5 and up to 20 minimum.) Is the level difference giving them heightened perception? Would setting the aggression to aggressive instead of very aggressive have any effect? Toying with the aggro radius idea but then you get that stupid warning and I don't want that. Thanks,Geoff Link to comment Share on other sites More sharing options...
rickerhk Posted July 27, 2015 Share Posted July 27, 2015 Aggression setting does not make NPC's more perceptive. A 'very aggressive' NPC will enter combat with faction neutral NPCs (or player). Most enemies in the game are faction neutral to the player and very aggressive. Other groups like NCR and Legion will have their NPCs set as just aggressive so they won't be inclined to attack a neutral player. They become enemies to the player by setting the playerfaction as enemy to their faction by script when the player becomes vilified. Usually when scripting fights, I will have the group using a guard package with a common xmarker. I set the xmarker as the ref to guard and as the location to guard and have them remain near the guard location. Usually i'll make the radius of the guard location the same or smaller than the reference to guard radius. If the NPC's weapon range is shorter than the guard radius, they will have a tendency to ignore it because they will need to close in to attack an enemy. I never use the aggro radius box. Make sure to check the 'continue during combat' box. The 'No combat alert' flag will prevent them from going into combat unless an enemy is directly seen. They also might be detecting you easier because of the lighting in the cell. Also some mods can make it harder to sneak. Link to comment Share on other sites More sharing options...
DaemonGrin Posted July 27, 2015 Author Share Posted July 27, 2015 Aggression setting does not make NPC's more perceptive. A 'very aggressive' NPC will enter combat with faction neutral NPCs (or player). Most enemies in the game are faction neutral to the player and very aggressive. Other groups like NCR and Legion will have their NPCs set as just aggressive so they won't be inclined to attack a neutral player. They become enemies to the player by setting the playerfaction as enemy to their faction by script when the player becomes vilified. Usually when scripting fights, I will have the group using a guard package with a common xmarker. I set the xmarker as the ref to guard and as the location to guard and have them remain near the guard location. Usually i'll make the radius of the guard location the same or smaller than the reference to guard radius. If the NPC's weapon range is shorter than the guard radius, they will have a tendency to ignore it because they will need to close in to attack an enemy. I never use the aggro radius box. Make sure to check the 'continue during combat' box.The 'No combat alert' flag will prevent them from going into combat unless an enemy is directly seen.They also might be detecting you easier because of the lighting in the cell. Also some mods can make it harder to sneak. Luckily I am working with no mods (none in load order but mine) so if something is wrong I know its me XD. I'll need to check out the no combat alert. I am using defaultpatrolcurrent and defaultsandboxeditorlocation512 as the ai packages and have a couple setup with idlemarker paths and patrol paths. I never thought to check out the cell lighting! Thanks for the information! Appreciated,Geoff Link to comment Share on other sites More sharing options...
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