Guard problems..

Post » Tue Sep 07, 2010 11:11 pm

Hey.

I've probably messed up something really bad or just being unlucky -
Well the main problem is guards, not one guard but all the available guards in both the SI and vanilla Oblivion.

I've created a new wordspace (soon finished 4 release) and placed a ship in the Abceadan Sea or something outside Anvil Bay - With a door connecting the diffrent wordspaces, & it worked perfect under all the other bugsearches etc. Now it acts as a rendezvous point for all the bloody guards in the game..

They enter the other worldspace and gets killed by the guards on the other side! I've tried to set ownership etc. on the door but still the problem remains unsolved!

Thanks!
//Flockheed
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Tue Sep 07, 2010 9:21 pm

Sounds like you altered a vanilla AI package somewhere, a package carried by all the vanilla guards so it's drawing them to your location. It's the pied piper syndrome, for me it was rats and fish when I changed a vanilla AI pack as a newb to give to my sheep, I had rats and fish in my sheep pen! Could that be the problem for you, did you edit existing AI packs for your new guards? :blink:
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Tue Sep 07, 2010 9:10 pm

Only thought I have is setting the door to limited use :

In case you have not seen this :

http://cs.elderscrolls.com/constwiki/index.php/Door


It's worked for me in one occasion, where the player is being pursued by an enemy to stop that enemy from going thru the door. As far as I can tell, seems the command stops AI from using the door altogether..

Although, this may not work well for you in the case of companions trying to follow the player thru.
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Wed Sep 08, 2010 12:14 am

If it's just a matter of guards who are pursuing following you through, you could also use a custom scripted activator instead of the door scripted to only let the player activate it and move the player to a new world.

Begin OnActivate Playerplayer.moveto XMarkerInNewWorldEnd


That's just an example, but scripted to OnActivate Player, only the player can use the door activator and no NPCs can follow. Not sure what happens to companions on a moveto order though. :lmao:
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Tue Sep 07, 2010 11:44 pm

Well, thanks for the replies!
I'm currently trying your examples out, but it seems that the most reasonable one is the newbie AI package miss - And if it is that one, which I'm pretty sure it is, I might have caused a major setback for the safety of Cyrodiil!;P We'll see what it looks like in the end!;)

Thanks again!
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Tue Sep 07, 2010 9:17 pm

use TES4EDIT to review your mod - and its filters to see conflicts with oblivion - and to clean it before release :
http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide
http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit
http://cs.elderscrolls.com/constwiki/index.php/Mod_Cleaning_Tutorial
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Tue Sep 07, 2010 10:03 am

Begin OnActivate Playerplayer.moveto XMarkerInNewWorldEnd


The syntax OnActivate Player is only valid with OnEquip - use isActionRef
It compiles but runs for everybody - I did spent a couple of days wondering why my script would not work - after a lot of debugging I realized that the
Begin OnActivate Player
was to blame - but why ? it is perfectly legitimate I thought
It isn't :D
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Wed Sep 08, 2010 12:58 am

The syntax OnActivate Player is only valid with OnEquip - use isActionRef


Not sure what you mean, I use this all the time as described and works perfectly, but it works differently on different types of objects so that could be why what works for me didn't for you. :shrug:

OP seemed to think it was AI related and not a door issue anyway, so I don't think this solution need be worked out further. :foodndrink:
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Sep 08, 2010 1:54 am

Not sure what you mean, I use this all the time as described and works perfectly, but it works differently on different types of objects so that could be why what works for me didn't for you. :shrug:
Probably because you never have an NPC activate your object as I did - then you will see that this OnActivate Player is ignored.
Anybody knows why onactivate looses its case btw ?
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am


Return to IV - Oblivion