Andyno Posted August 16, 2017 Author Share Posted August 16, 2017 I just tested that - removing DefaultWanderEditorLocation2048 from the AI Packages tab doesn't help. Now the ants don't set off the traps, but now they're barely moving - they mostly stay at the same spot. They definitely don't spend time on my idle markers. I also waited 4 days outside, and then I entered the room - still doesn't help. Link to comment Share on other sites More sharing options...
Mktavish Posted August 17, 2017 Share Posted August 17, 2017 Okies after a little testing ...First you have to give each one of those ants their own unique base-ID .Then on each one ... give them a new patrol package with its own ID.And on the patrol tab screen ... you need to select the starting point as the first idle marker.Which since they are already linked together ... will now show all 3 in the patrol point list. The radius controls how close they will get to the marker ... 0 is fine for this.And make sure the Repeatable flag is checked. Click Ok and your done. But you can also bring up each idle marker , and on the patrol data tab of the reference window , you can adjust the idle time , and even add result scripts there. But if you want each idle marker to have unique animations ... then each one has to have its own base-ID ...Just mentioning incase. Link to comment Share on other sites More sharing options...
Andyno Posted August 17, 2017 Author Share Posted August 17, 2017 I don't understand. Please send me your file, if you got one. I think it's the fastest way... Link to comment Share on other sites More sharing options...
Mktavish Posted August 18, 2017 Share Posted August 18, 2017 (edited) The "LvlAnt" (vanilla object) you dropped in for both ants ... is only 1 base-ID ... which means both ant refs will operate on the same AI package. And for starters ,if you are removing that "DefaultWanderEditorLocation2048" package from that base-ID.It is removing it for all ants in the game ... which is showing a count of 77 besides the 2 you dropped in. Therefore you need to make your own unique base-Id's for it . But since you want to replace that package with a patrol package.And each patrol package is specific to a set of patrol points. Means each one of your ants needs its own unique patrol package.Therefore you need 2 unique base-IDs of the creature ... and 2 different AI package ID's. So click on each LvlAnt ref in the render window bringing up its Reference window ...Click the Edit base button , and rename the ID on one to "BMLvlAnt01" and the other to "BMLvlAnt02" Now on the first one navigate in the render window so you can see its idle marker which is the first in its patrol route (has line from antref object)Bring up the base-ID window of the first ant ... go to "AI Packages" tab ... remove the defaultwander package.Right click same space add New ... and on the window that brings up ... type in "BMLvlAnt01Patrol" for the IDThen on the "Package Type" drop down ... select "Patrol"Now you will see a button that says [none] in [none] below where it says "Starting Location"Click it , and that will bring up a small window with another button that says "Select Reference"Click that , and it will bring up the render window , where you can now see the idle marker which you can now click it.So click OK on the little window ... and on the Package window , you should now see 3 Idle markers listed in the patrol point field. Just click OK at the bottom there & Ok on the ant window, and you are done. Now do the same for the other Ant , calling its Patrol package "BMLvlAnt02Patrol" You'll have to make sure you put this package "DefaultWanderEditorLocation2048" Back on the vanilla base-ID "LvlAnt"Or you will have broken them in the rest of game. Or actually ... it would be best if you could go back in your files time line , to before you removed that package , but I guess it's not to big a deal ... since people can clean their mod load list with Fo3-edit . So at the very least just make sure the vanilla ant has its vanilla package again. Add edit : I did a double check of the "LvlAnt" without your file ... and it is showing 72 on the count.So I guess that means you have 5 other refs placed in your file besides the 2 in BlackMesa34But as long as you have not altered anything on that base-ID ... that is fine to use it.Just to clarify. Edited August 18, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Andyno Posted August 18, 2017 Author Share Posted August 18, 2017 (edited) Indeed, I don't change vanilla settings without making a new base-ID.I just did everything you described, tested it, and the ants still behave weirdly. They mostly stay on the same (random) spot - they still don't want to follow my idle markers.Funny thing is that along the ants there are also 2 radroaches in the small control room above, and even they got DefaultSandboxEditorLocation1024 set in their AI Packages tab, they never leave that room. Edited August 18, 2017 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted August 18, 2017 Share Posted August 18, 2017 (edited) Hmmm ya ... something odd going on with their AI behavior ... not sure what it is ... they may not like your navmeshes , or something to do with being within the gastraps ... or you just need to use ants that don't rely on template data. But also remember your idle markers have an idle time of 20 ... And they are moving around somewhat for me.like the last test I did ... Inwhich I use a stealthboy ... the ant started comming up the stairs from where I started.Then going over to check on the other ant by the truck ... it did seem to be moving from one idle marker to other ...But then the other ant I encounter first ... set off a trap and killed me. IDK ^shrug^ Which makes me think you should just try the other method I mentioned ... and on all your trip wires ...Create new base-ID for them (one should work for all of them)... and adjust the script it uses to specifically only activate from the player. Add edit: when loading game after some changes ... you need to toggle archive invalidation Off/On to clear up weird behaviors. Edited August 18, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Mktavish Posted August 18, 2017 Share Posted August 18, 2017 But hey ... maybe you need to sort out whats the problem with your navmeshes anyways ... How it throws those errors about them once inawhile , and how when ever you save anytime ... it wants to compute all the cell navmesh bounds , and takes like 20-30 sec to save even if you made no changes. Link to comment Share on other sites More sharing options...
Andyno Posted August 19, 2017 Author Share Posted August 19, 2017 (edited) Yes, they are moving around a little bit, but that's not sufficient. They need to patrol the same way as human NPCs does. You think that 20 seconds is too much? You mean toggling it in Fallout Mod Manager? Just untick it, and immediately tick it again? Those navmesh errors are part of my mod for a very long time. As far as I remember, it started to show up since I was working on my first cells, and that is 5, maybe 6 years ago. That time I tried to find something related on the net, but no luck. It seem that I'm the only one with that problem... Anyway, I thought it's a standard procedure during saving to compute all the cell's navmeshes. So it seems my file is broken from the beginning, and I never realized that... :ohmy: EDIT:I just found something related... kinda... https://forums.nexusmods.com/index.php?/topic/230468-geck-assert-error/#entry4017721 Edited August 19, 2017 by Andyno Link to comment Share on other sites More sharing options...
Mktavish Posted August 19, 2017 Share Posted August 19, 2017 You think that 20 seconds is too much? Yes ... are you counting to 20 while you test it ? 5 sec would be better ,,,, should 20 be the final published content ? Up to you You mean toggling it in Fallout Mod Manager? Just untick it, and immediately tick it again? Yes ... just turn it off , then on again ... what that does is reset the ingrained pathways ... not sure why it helped with packages (patrols) but it did for me a few times. Those navmesh errors are part of my mod for a very long time. As far as I remember, it started to show up since I was working on my first cells, and that is 5, maybe 6 years ago. That time I tried to find something related on the net, but no luck. It seem that I'm the only one with that problem... Anyway, I thought it's a standard procedure during saving to compute all the cell's navmeshes. So it seems my file is broken from the beginning, and I never realized that... :ohmy: EDIT:I just found something related... kinda... https://forums.nexusmods.com/index.php?/topic/230468-geck-assert-error/#entry4017721 Ouch IDK if its cooked in yet ... but hope not. You need to balance each navmesh / fix / balance / fix / finalize Looks like you used the draw cover option also ? not sure as I never use it myself . Link to comment Share on other sites More sharing options...
Andyno Posted August 19, 2017 Author Share Posted August 19, 2017 No, I didn't count to 20. I just stared at least 5 minutes at those ants. But now that doesn't matter how long they stay at the specific marker, since they don't want to follow ANY of those markers. I did that thing with Archive Invalidation, and now they act the same way as it was for the first time - they are wandering around and set off any trap. Cooked? You mean hardcoded or something? Link to comment Share on other sites More sharing options...
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