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Posted

Hey guys

 

I working currently on a larger interior mod and (well large is relative here) ... and I have recognize that after I have put lightboxes in an interior, all guards that were linked to an xmaker heading (with a duplicate of the goodneighbor weapon out idle package) have left their position and move to the only xmarker left that has not a position in a room with a lightbox (yet).

 

So my question is: Do lightboxes conflict with Xmarker headings and if yes, how can I avoid that?

 

I am grateful about any tip, someone can give me.

Posted

Are you sure it's really a matter of the lightbox? Maybe there's a keyword or locreftype attached to it that changes AI behaviour.

 

Of course this comment is as good as saying: Did you turn your computer off and on?

 

But I'd say no. Prewar Sanctuary (In my mod) has a thousand lightboxes in it and Codsworth patrols in and out of the house

Posted (edited)

Well, my npcs do not patrol. They just stay at the xmaker position all day in and out, if everything runs as intended (what they actual not do, as mentioned in the first posting). Like the Goodneighbor guards. I have also no keywords use, besides the one that you regulary need for lightboxes.

 

Edit: I have look again in the ck and use there the keyword "lightboxlink" for the lights that got linked to the lightbox.

Edited by taryl80
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