adman85 Posted February 14, 2012 Share Posted February 14, 2012 I understand that basically no building tops or overpasses are navmeshed, but I would really like to see a mod that adds random sniper type NPCs around tall building ruins, overpasses and in sneaky spots around the wasteland. I have tried dropping NPC's in the geck, but they never seem to stay in the spot I placed them and also, I don't really know of all the good spots for adding snipers. And I'm not talking about crackshot 50mg wielding maniacs.. (though a few of those would be cool too) I more mean, low to mid level snipers with basic to decent rifles in foxholes or sniper nests. Link to comment Share on other sites More sharing options...
Sneakgab Posted February 14, 2012 Share Posted February 14, 2012 I'm always seeking more enemy and combat variety, that's for sure. Most of the time it's just enemies suicidally running at you (even when they have ranged attacks). Link to comment Share on other sites More sharing options...
Jeoshua Posted February 14, 2012 Share Posted February 14, 2012 When you drop them using the GECK, try making a small Navmesh for their perch with no external connections. They will get as close to their target as the navmesh allows, and not jump to another. Link to comment Share on other sites More sharing options...
adman85 Posted February 14, 2012 Author Share Posted February 14, 2012 Hey I posted about my efforts in the troubleshooting, and I just noticed your post Jeo. That sounds like it would fix the problem, but I've been placing them in some random spots (building tops, overpasses etc) can I navmesh at that height? And if so do you have a link to a how to navmesh guide, for this particular type of navmeshing? Cheers for the help. Link to comment Share on other sites More sharing options...
kevkiev Posted February 16, 2012 Share Posted February 16, 2012 I like this idea. Although it would be plenty cool to have snipers on overpasses and rooftops, I'm thinkin' it would also be cool to have them in accessible places, maybe with at least some (or maybe all) snipers having activated stealthboys. *New Vegas Bounties II spoiler alert* I'm reminded of the, ultra-fun, 2 occurrences of that in New Vegas Bounties II - might be quite excellent to have a 100% stealth sniper-based mod with notes on the bodies from which a story would unfold. Link to comment Share on other sites More sharing options...
adman85 Posted February 16, 2012 Author Share Posted February 16, 2012 Wow, yeah that would take it to a new level altogether. Giving them specific notes or journals etc with backstory and possible treasure maps... Daaaaaaamn, that is good. Ok so I have been sort of working at this, (for personal use I just made an snipertemplate npc who uses the faces and models of the VarRaider leveled npc, called it "Wastelander" gave it a random rifle and armor combo (leveled), with extra foods and drinks etc) and plopped a bunch of them around already navmeshed places that seemed like good hunter/sniper positions (I didn't bother adding tents or bedrolls etc, just the NPCs). I have not yet started navmeshing anything as I don't know how (all I want is a small square on certain rooftops, overpasses etc). So there are no building top or overpass snipers. I have not individualized these wastelanders much, they all are using the same template (but spawning with different, random gear and bodies) I cut their movement speed from the generic 100 to 1 to stop them wandering or falling from cliffsides etc (I gave them the DefaultStayAtCurrentLocation package, but in combat with 100 speed they still seem to run all over the shop) I tried to make them friendly or neutral toward everyone bar the player, who is an enemy, to try and avoid simply finding geared up wastelander corpses everywhere. I would love to add more detail to these random wanderers, especially AI and combat tactic differences (like kev mentioned with the stealthboys for example) to give them actual character. But this is mostly beyond me, changing the package for an NPC is one thing, knowing exactly what that package will make them do in game is another. The main problem right now is navmeshing but I'm happy to discuss ideas and the like here. Plus any and all help is greatly appreciated. Link to comment Share on other sites More sharing options...
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