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NPCs entering cell spawn at wrong door


caramellcube

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Hi, I don't know what's causing this but it wrecking a huge part of my biggest mod.

There's an interior cell, accessed by a ladder from the wasteland. The ladder is in the middle of an entry room, the entry room is connected to the rest of the cell through an airlock. Next to the airlock is a security room, where the player can watch people trying to get in, through a 1-way mirror. The security room connects to the rest of the cell through a ladder / hatch combo and has no other exits or entrances. The main feature of the security room is that the player can use it to defend against hostile NPCs that are trying to get into the place.

 

But here's the problem, when NPCs follow the player from the wasteland, instead of spawning at the door marker in the entry room, like the player does, they go to the door marker in the security room, and I don't know why. I've redone the Navmesh, I've taken out some rubble under the ladder, I've moved the whole securty room away from the airlock, I've put in collision barriers, but still every time I enter the cell with NPCs following, they're already in the security room when I get there.

 

Does anyone have any idea what's causing this? any suggestions on things to try? the mod is here: http://fallout3.nexusmods.com/mods/17107 if you want to take a look at it. The navmesh is still messy in this version but cleaning it up seems to have no effect.

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Are you testing with the esm bit set? Set the bit then test from a save where you are outside. Because of all the added cells and navmesh, you should really release this mod as an esm to avoid inconsistent results and AI problems.
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Just a note in case anyone else gets this problem, before I'd found a way to set the esm bit (I'm still looking on that), I did an experiment that seems to have fixed the problem another way. I moved the security room to the other side of the cell, deleted it's navmesh, then moved it back. It's a bit of a bodge, but it seems to work.
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