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NPCs seem to group when they spawn, is there a way to fix this?


CausticRKS

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Sometimes, I'll enter a room and all the npcs I've placed start spawning in a group, instead of being more spread out. How do you fix that? Because Sometimes my NPCs spawn in the same place as the mirelurks i have on the other side of this wall, and then they get totally MURKED by the mirelurks... Is this a navmesh issue? Or AI package issue? Or what?...
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Once the NPCs spawn, they start doing "something" based on their package. It is not recommended to use a save which starts in the same cell you are modding; so I assume you are loading a save game in some other cell and then traveling to reach the cell you are modding. So the NPC's have already spawned some time ago and they are now following their package. If they have a sandbox package, they will wander randomly. With most packages, if there is an enemy nearby, they will approach and attack. If there is a door separating them, they will open the door to attack.

 

What packages do the NPC's have? Will preventing them from opening the door solve the problem? There are techniques for that, depending on which packages you are using.

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What packages do the NPC's have? Will preventing them from opening the door solve the problem? There are techniques for that, depending on which packages you are using.

 

You got that dead on, man. Yes, I was accessing the modded cell through a teleport door. What I did was, I saved before I entered the door. Then when I had an autosave of me inside the modded cell, i chose to reload the original save before I ever entered the cell. When I did this, the NPCs would cluster in one area, and I'm assuming since there are enemies nearby (even though the NPCs are set to be unaggressive) they still feel it is necessary to engage that enemy, or spawn with them...for some reason. Also, the navmesh inside the caged area is seperated from the main navmesh, to prevent the mirelurks from spawning outside that area for any reason. This seems to work, as the mirelurks always spawn where they are supposed to. The npcs on the other hand...don't "obey".

 

The mirelurks use the AI package from the Crmirelurk2 actor base. Also, the mirelurks' aggro radius is set somewhat low, so the NPCs ignore them unless the mirelurk gets angry and attacks them when they get too close.

 

The NPCs use the DefaultSandboxEditorLocation1024

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