dizietemblesssma Posted April 21, 2021 Share Posted April 21, 2021 I've been googling and enabling all the markers in the CK and I can't find what dictates the flight paths of birds. In particular the birds at Echo Lake that sit on the entrance, having removed the roof of the barn next to the entrance, I would like to stop the birds just flying through the walls.:) diziet Link to comment Share on other sites More sharing options...
LarannKiar Posted April 22, 2021 Share Posted April 22, 2021 (edited) You mean Radgulls? They use an activator. This one specifically: BirdGull [FormID: 197965]. This activator is placed at several locations in the Commonwealth. Placed activators are Object References (like this one: 21B06F). To change the birds' destinations, open "Linked Ref" tab on an object reference, then select its "BirdMarkerLine". You just have to move it somewhere else in the Render Window. Edited April 22, 2021 by LarannKiar Link to comment Share on other sites More sharing options...
Zorkaz Posted April 22, 2021 Share Posted April 22, 2021 Important to know is that there's a chain going on So BirdMarkerZone (Where the birds spawn from) linkrefs to> BirdMarker1 linkrefs to> BirdMarker2 linkrefs to> BirdMarker3 and so on...Just don't break the chain and delete BirdMarker1 for instance, because the rest won't work then too. As for the flight paths themselves, they seem to be governed by a certain amount of randomness between them, but I can't say with certainty that birds will fly from BirdMarker1 to BirdMarker3. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted April 22, 2021 Author Share Posted April 22, 2021 Thanks for this, I shall try to find the relevant activators:) diziet Link to comment Share on other sites More sharing options...
South8028 Posted June 11, 2021 Share Posted June 11, 2021 (edited) for strict lines of behavior, plot or scene, you can simply create a series of animated static cycles with a bird carcass, and then they can simply be seated in the workshop right in the game,or in ck. The "life" cycle of a bird can be of any length. The bird will do something on the ground, then take off and fly along a pre-animated trajectory, return back to the starting point and again. And all without a single havok behavior management component. Edited June 14, 2021 by South8028 Link to comment Share on other sites More sharing options...
aurreth Posted June 11, 2021 Share Posted June 11, 2021 Important to know is that there's a chain going on So BirdMarkerZone (Where the birds spawn from) linkrefs to> BirdMarker1 linkrefs to> BirdMarker2 linkrefs to> BirdMarker3 and so on...Just don't break the chain and delete BirdMarker1 for instance, because the rest won't work then too. As for the flight paths themselves, they seem to be governed by a certain amount of randomness between them, but I can't say with certainty that birds will fly from BirdMarker1 to BirdMarker3. This. To get birds to stop perching on nonexistant objects (things I removed) outside Vault 111 I had to trace the chain backwards across multiple cells. If you just delete the one in your current build area the birds will reach the last marker in the chain and hover. I ended up deleting the entire chain and zone, which basically removed the local flock. Also, once you've cleared the chain you might still have stuck birds in game. These are birds spawned before you deleted the chain which now have no place to go. Just shoot them and they won't respawn. Link to comment Share on other sites More sharing options...
Recommended Posts