ghostfc3s Posted November 10, 2016 Share Posted November 10, 2016 I am the author of Subwayrunner, one of the problems I had with my mod from day one, was aggro range of npc's If the NPC's are on the lower level and I start a fight on the upper level the NPC's rush to where the fight is on going. While this is a neat effect it can be over whelming, to counter this I had to reduce the number of NPC's on my map. I have noticed in vanilla cells NPC's don't this. You can literally set of a fatman in a room, and behind the door the next group of npc's are not in combat mode. My question is there a Spawn trigger or a room market that NPC's are attached to that prevent them from aggroing the player outside the bounding box? if so how do I set this up for my npc's? Link to comment Share on other sites More sharing options...
chucksteel Posted November 10, 2016 Share Posted November 10, 2016 There is a spawn trigger for Ambushes so I assume there may be others. Look at cell "WarehouseAmbushes" (It's in the FO.esm) to see how the ambushes are set up and maybe that will lead you to another solution. hope that helps. Link to comment Share on other sites More sharing options...
ghostfc3s Posted November 10, 2016 Author Share Posted November 10, 2016 I looked at MaldenCenter, there are multiple bounding box primitives, all are flagged L_ actorzone, and attached to the NPC's inside that box. The NPC's are linked reference to DMP_combat_holdpreferredposistion, or DMP_patrol_weaponout. I am going to attempt to duplicate that and see if that stops groups from rushing the player. Link to comment Share on other sites More sharing options...
chucksteel Posted November 10, 2016 Share Posted November 10, 2016 Interesting, I would like to know if it works. I haven't done any large cells yet but, this was always something that bugged me in FO3/NV. Link to comment Share on other sites More sharing options...
ghostfc3s Posted November 10, 2016 Author Share Posted November 10, 2016 The winning combination is Create trigger box, packagelocationprimitive collision layer L_Actorzone or L_Trigger Reference link the npc to that primitive with the dmp_combat hold until engaged once the NPC sees the player then they will engage Before that they stay where you place them in the Creation Kit. They still show up on the player hud but atleast they are not rushing the player. Link to comment Share on other sites More sharing options...
chucksteel Posted November 10, 2016 Share Posted November 10, 2016 Nice! :thumbsup: Link to comment Share on other sites More sharing options...
ghostfc3s Posted November 10, 2016 Author Share Posted November 10, 2016 Step one, select your room pieces for the area of your bounding box. Hit the T inside a box icon (2) in the picture enter packagelocationprimitive into the filter (3) in the pic Link to comment Share on other sites More sharing options...
ghostfc3s Posted November 10, 2016 Author Share Posted November 10, 2016 Select your npc (4)Go to linked reference (5)under keyword doubleclick select reference in renderwindow (6)click on your bounding box (7)under keyword select DMP_Combat_holduntilengaged ( :cool: then click okay. The NPC *SHOULD* only engage the player when the npc sees or is fired on by the player or when the player enters the bounding box Link to comment Share on other sites More sharing options...
ghostfc3s Posted November 10, 2016 Author Share Posted November 10, 2016 A white line connecting the NPC to the bounding box should appear Link to comment Share on other sites More sharing options...
chucksteel Posted November 10, 2016 Share Posted November 10, 2016 Thank you so much for taking the time to fully explain this. It will come in handy at some point. Link to comment Share on other sites More sharing options...
Recommended Posts