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NPC detects and attacks through locked doors and walls


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So player is hiding (sneaking) in a house behind a locked door. House is not public and is owned by a faction. Door is minimal use and don't open in combat search checked. NPC enters house while player is sneaking in the basement. If player does not move at all all is fine, NPC does a patrol of the house. If player moves at all, even in crouched position they are detected through walls and floors and NPC gives warnings. A bit more moving around and NPC is full on gonna kill the player. NPC does not have a key for the door but opens it anyway = player dead.

 

Why does this happen? Why can NPC see through walls and floors? How can NPC open a minimal use, don't open in combat search door with no key?

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Npcs / actors they don't actually 'see', actors don't have eyesight, the actor can only 'see' NavMesh and the other actor's 'Point Reference' in 3d space, imagine it like the images you see on "Radars".


The fact that you can be spotted is because you are in a cell that "You are not supposed to be in here", the cell is own.


As for the door i can't answer because i don't know what you have actually done.

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Here's what I want to achieve. NPC currently has 2 packages. 1 is a patrol in a house the other is UseWeapon package. I've made the house public to eliminate NPC's supernatural seeking ability, I know it is what it is with the game but I am trying to make it immersive. Player is in house and can wander around, as soon as player opens the basement doors a global is set to 1 and the NPC's packages are evaluated. The patrol package has a condition to only run when the global = 1. The NPC who is outside enters the house and does a patrol The reason for this patrol is that the player can hear the NPC's footsteps on the floorboards above, player does not want to get caught. NPC walks around and bangs a few things to make sure player knows he is there. The UseWeapon package is the highest in the package stack and has a condition GetLineOfSight == 1, reference playerref, run on target. This I hoped would make the NPC attack the player when player is spotted. But he doesn't.

That's how I went about this scenario, obviously it's not working so any suggestions on how to achieve this greatly appreciated.

 

EDIT: can't spell.

Edited by antstubell
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Does your npc have a faction hostile to the player ?, if not, he won't attack no matter what.

 

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One thing that i noticed in my many test / experiments (you can call it a bug), is that npcs that are patrolling (linked to markers) will a lot of times ignore doors or like in the circumstance im explaining next.
In my mod's main / primary cell, there is a part where you need to lower a bridge to get to the other side (to connect all the passage), at the end of the mod's quests in that cell some npcs return to keep living their lives.
Some of those npcs are guards that have every day schedule which include patrolling, at one point i had retructed the bridge and the patrolling guards would get stuck in each opposite part of the bridge.
BUT !!!
If i turned around and look in the opposite side from which the guards were (not rendering them) for a few minutes, then out of nowhere the guards would be / keep patrolling on their correct path like the bridge was down.
Conclusion:
Some packages with linked markers will ignore obstacles if the player / the engine is not directly rendering them.
This is one of the many oddities of Skyrim engine...
Edited by maxarturo
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I made the player an enemy for the NPC's faction and it appears to work. I thought that setting the player as an enemy would mean that the NPC would attack the player unprovoked anywhere and at anytime. I encountered another NPC in this faction in an inn and I guess because this NPC didn't have the package UseWeapon with condition GetLineOfSight he didn't attack. Am I right? And thanks.

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From what i can see you have a bunch of packages with a bunch of conditions with a bunch of factions, which is something that you can easily lose track of and messed up things.


I too have this mess of packages, conditions and factions going on with ACT II, so in order to not lose track and messed up things i did one simple thing.


I kept notes on a draft notebook, "what does what and who is using what".

And even with that i did manage to mess a few things...


Having the player on a hostile faction is not enough, it also depends on the aggression of the npc, if the npc is a "coward", he will never initiate combat no matter what.

That also depends on the package he is carrying and the package's conditions.


Have a happy modding.

Edited by maxarturo
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