SoMBiE Posted April 15, 2011 Share Posted April 15, 2011 (edited) I'm assembling a vault and put one of these evcTECHpods or tubes in where I've got my reloading and work benches just for laughs. I decided to put a creature in one or both but when I go to test the mod they get out. What can I look at to confine them in there? Edited April 15, 2011 by SoMBiE Link to comment Share on other sites More sharing options...
davidlallen Posted April 15, 2011 Share Posted April 15, 2011 Make sure that the creature you added doesn't have any AI packages (in the packages tab, remove all the entries). If that doesn't help then make the creature a persistent reference, and attach a script like: begin onloadsetrestrained 1end Link to comment Share on other sites More sharing options...
SoMBiE Posted April 16, 2011 Author Share Posted April 16, 2011 thank you for your input. I tried it but didn't work. your script was almost like mine except I had 'begin GameMode' or 'begin on GameMode'. I was going through some scripts to try to get some insight. I tinkered with their... some properties to make them unaggressive and, more or less, brain dead. at first they were just outside the techpod but now they're always down the corridor. I tried loading the game without the plugin and making a clean save the loaded it back in. I put prison bars to block them... :) but nothing works so far. it will take a while to get acquainted with this scripting language. I haven't done any scripting or programming in years but having fun tinkering with this. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted April 16, 2011 Share Posted April 16, 2011 The area you want your critters to be has to be navmeshed. If it's not, they'll end up somewhere that is. Link to comment Share on other sites More sharing options...
SoMBiE Posted April 16, 2011 Author Share Posted April 16, 2011 (edited) thanks Quetzlsacatanango, I added the navmesh. I took out all the navmesh earlier. I know it helped things but it didn't keep the ghouls in there pods. after much tinkering around I did this: added navmeshtook one ghoul output a collision marker around the ghoul, made it a persistent reference, made it ignore sandboxedited it's base and checked obstacleclicked on the ghoul and made him persistent reference,checked no AI acquire and ignore sandboxedit base and check can't open doorsedit template actor dataclicked AI data tab made him druggedclicked AI packages tab erased that stuffchanged some stuff in the animation tab but it didn't keep I guessno scripts; although I remember making a script earlier he seems to be content staying there now as a specimen. did I over do anything or add thing that were not applicable? I'm just doing this trial and error, it's hard to find instruction online. Edited April 16, 2011 by SoMBiE Link to comment Share on other sites More sharing options...
Floatsup Posted April 16, 2011 Share Posted April 16, 2011 (edited) This thread needs to be added to the SO YOU WANT TO BE A MODDER thread. Im actually adding something now utilizing these, its a fish tank, but im using the crab people things as sea monkey's. Any new mesh designed. Giving it a go, and release will be sunday got a better result then I could ask for hehe. They actually fight each otehr I watched the little bastards destroy themselves. Love it. :teehee: Edited April 16, 2011 by Floatsup Link to comment Share on other sites More sharing options...
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