Jump to content

"Restrain" and then...


DaemonGrin

Recommended Posts

Ok I have a section in my mod that I want to place npc's in stasis pods. I created an idle marker they have no AI packs other then the guard package I made for them to stand on the idle. Yet they refuse to stay in the pods. They are either spawning outside or magically clipping their way out of it even though they can't move. The scripted release is from a terminal that you can either release or killactor. The release removes their faction so they attack the other NPC's in the area which is my second problem. For some reason they are not picking up the weapons I have placed near them to fight with (originally I thought factionowned flag in the interior info was the cause but I toggled it off and they still don't pickup the items.) The weapons are in their Class Item list of weapons as well. If I use a restrain script it would affect all the npc's in my npc lvl list.

 

Ideas?

 

Thanks,

Geoff

Link to comment
Share on other sites

This might sound like a stupid question but did you extend your navmesh into the pod?

 

I did at one point and then removed it like 2 weeks ago running different tests. Same thing happened but I am using a different setup now from testing things and might try adding it back under them again for a new bout of testing XD.

 

Thanks,

Geoff

Link to comment
Share on other sites

What Fallout is this for? Because on NV you can look at Fisto's scripts that set him as restrained and unconscious at the beginning, so he stays put in the pod until you wake him up. If it's for FO3 I can paste the script I made for my NV mod that does something similar. :smile:

Link to comment
Share on other sites

What Fallout is this for? Because on NV you can look at Fisto's scripts that set him as restrained and unconscious at the beginning, so he stays put in the pod until you wake him up. If it's for FO3 I can paste the script I made for my NV mod that does something similar. :smile:

 

It's for FNV but as I said if I use a restrain script it will affect all the npc's variations in the lvl list. I did look at the protectrons in Helios before.

 

Thanks,

Geoff

Link to comment
Share on other sites

Okay, cool :smile:

 

Appreciate it though Jokerine!

 

You could try putting some blocking planes around them and disable them you need to.

 

It was the navmesh thanks to WizardMirth reminding me that I had removed it because I was getting this effect previously with a different setup. Placing the navmesh back under the pods with my new setup works though they were superman hovering in it guess I need to hit the F key a couple more times XD. Well I should say the staying put worked. They still refuse to grab the weapons I so neatly and so not obviously placed there >>;;; for them..Maybe a locker or something would get the AI registering goodies because they do try looting bodies. Plus I mean whats more obvious then neatly placed lockers with weapons in them compared to a nice little table with weapons stacked on top with a big light shining on them.....

 

Thanks guys n gal!

Geoff

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...