LordXayd Posted June 17, 2012 Share Posted June 17, 2012 (edited) In AAFB, there's a rendered area that's fenced off. I've opened it up, added some stuff, and figured I'd spice things up by tossing a caged behemoth into the mix. The issue that I'm running into is that I cant get the behemoth to walk around the opened up area. Now he starts in that area, and has a patrol route through said area. But the only times he really becomes active is when he runs around the normal play area (which he seems dead set on getting to, as he makes a beeline to the fence and will sometimes clip through), or when I'm standing within his own hit check radius. But if I back out after he takes a swing at me, he'll just stand there. I want him to come to me, into a trap I'm setting up. I know I've got his aggression set up properly, and the patrol. But clearly there's something special about the Bethesda created active lands vs the off area. (I didnt actually create any land. I just made it accessible.) This area was visually blockaded with fencing, but also GECK blockaded with what appeared to be large yellow/transparent walls, which I presume were there to prevent players from getting to that area by somehow scaling the fence. I removed only the yellow walling pertinent to the gates (so you can get in). I've read everything I can find on understanding this behavior. I ran across a link where someone else had run into the same problem, but there was no solution given. Any ideas would be much appreciated. Also, I'd wondered if simply wasn't angry with me. But I set every setting could find to make him so. I set up (in the GECK) active mines (player owned). When I managed to trick him into coming to me one time (by using his hit check radius and many stimpacks), he did not set them off. Maybe that's unrelated. I'll continue playing with them. But if it's relevant to his behavior, I thought I'd mention it. Edited June 17, 2012 by LordXayd Link to comment Share on other sites More sharing options...
LordXayd Posted June 17, 2012 Author Share Posted June 17, 2012 I've additionally tried shrinking him down to a normal size and starting him on his patrol (no cage).And since keeps clipping through the fence into the normal play area, I capture his attention in the normal area and attempt to run him in the opened gates. He rarely is willing to cross the threshold. And even when he does, he just stops, like I've stepped into an unreachable area for him. It's as though I have to apply some designation to the additional landspace so that he knows he can use it. Link to comment Share on other sites More sharing options...
wetblanket Posted June 17, 2012 Share Posted June 17, 2012 Did you extend the navmesh into that area? Link to comment Share on other sites More sharing options...
LordXayd Posted June 17, 2012 Author Share Posted June 17, 2012 Did you extend the navmesh into that area? I did not.Not familiar with that one. I'll look into it. Thank you! Link to comment Share on other sites More sharing options...
LordXayd Posted June 23, 2012 Author Share Posted June 23, 2012 BTW, that was it. While the rest of the mod experience was fun, I have to say that NavMeshing is fatiguing. I kept thinking... "Why do they even have to do this? It's ground right?" and... "Ahhh, now I see why it takes so long to finish up a game." Course I saw something in about Flood Filling. I didn't try it, but I did get pretty proficient after a while, dropping 30 veritices and then becoming a right clicking fool. The real struggle was not understanding the cell dividing line between meshes. But once I got that, I was rockin' and rollin'. Thanks again. Link to comment Share on other sites More sharing options...
wetblanket Posted June 23, 2012 Share Posted June 23, 2012 Yes, once you start modding you get a real appreciation of the hard graft involved in producing these games and are much less likely to complain about Beth not including 'this' or 'that'. Glad you got it sorted in any case :) Link to comment Share on other sites More sharing options...
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