mitzibishi Posted February 21, 2012 Share Posted February 21, 2012 ok ive created my own dungeon. ive put the NPCs down, and they dont really engage in combat. ive even copied and pasted NPCs from the bathesda dungeons but still they are quite lazy and dont chase or move much. ive got spiders and they seem to move a little but not much, they only do spit attacks and once in a while move an inch, and ive got skeleton in that are alerted when im in range, draw their weapons but then just stare at me, if i go close they may attack once but thats it, ive watched the Bethesda tutorial vids, placed down patrol points correctly, but they dont patrol either. the activate self trigger works but they still are very lazy NPCs i have their aggresion set to frenzy and all that in their base settings Link to comment Share on other sites More sharing options...
CroWhiskey Posted February 21, 2012 Share Posted February 21, 2012 Did you check the navmesh? I was making a dungeon myself, more of a home in the nordic ruins and wanted a room with a couple of Dremoras to harvest Daedra Hearts when needed. I placed the Dremoras, but left their room deliberately without navmesh and they acted exactly like you described. They saw me, drew their weapons, didn't attack me and couldnt move more than tile away (it was less than a tile, actually). It's fine if you use the automatic navmesh generation, but you'll have to correct it manually. And there WILL be flaws, especially in tight places like cave passages and small halls.If you need help building the navmesh, google for creation kit tutorials. Hope that helps. Link to comment Share on other sites More sharing options...
mitzibishi Posted February 21, 2012 Author Share Posted February 21, 2012 oops never got round to that tutorial. bummer what do you mean flaws in map? i have one flaw i know of where some stairs arnt joined perfectly, its a tiny bit off, i had to rebuild some stairways so they wouldnt clash when i was rooming all the parts, rebuilt the stairs and the dam thing wouldnt snap together anymore so i had to do my best without snap to grid and place it as close as possible, its about 1 click sideways off. i couldnt joined it perfect no matter what. would that do anything? Link to comment Share on other sites More sharing options...
CroWhiskey Posted February 21, 2012 Share Posted February 21, 2012 OK, I wrote a mile long answer to that question, described some of the functions of navmesh, and when I clicked 'Post' the server returned an error, erasing all I wrote, so long story short: The answer to your question is no (or 'probably not'). If you can walk over that gap without falling through, so can the NPCs. If the seam is a bit bigger though, you can fix it with cave rock parts, as they're big and flat on at least one side. Just be careful that none of the slopes created that way exceed 45 degrees of angle, because the NPCs are pretty stupid and wont jump over it. I didn't mean flaws in the map, I meant flaws in the navmesh. When the engine creates a navmesh it generally does a good job, but you will need to correct it manually in tight spaces and stairs (it will ALWAYS screw up on the stairs). The navmesh is essential to your dungeon as the NPCs cannot move outside the mesh. It took me 45min to finish the tutorial. It's really not hard, just a bit boring, but get to it 'cause it's essential to building mods. Regards Link to comment Share on other sites More sharing options...
simplesim Posted February 21, 2012 Share Posted February 21, 2012 @ mitzibishi, In creation kit, there's this behaviour selection, select very aggressive or frenzied and see if it works. Link to comment Share on other sites More sharing options...
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