Help, my npc's won't go through doors on patrol

Post » Tue Dec 13, 2011 1:51 pm

I've got 3 npcs who act as guards on patrol around an estate I'm building. The travel packages work but for some reason I can't get two of my guards to go through doors(the other one has no doors on his path). They walk from their start location just fine but once they get to a door they turn around and walk back and then once they get back to the start position they turn around and try again only to be turned around once they hit a door. I can't for the life of me figure out why. The doors aren't checked for minimal use only and the pathing looks ok I think. They were both set under their contingencies to go at least a 100 units. I'm out of ideas and I get the feeling this is a simple fix,


Do you need to assign doors to pathnodes or something?

HELP me please!
Thanks for reading.
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Melanie Steinberg
 
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Post » Tue Dec 13, 2011 7:46 am

Are these load doors (ie leading from one cell to another cell)? Or animated doors (ie in the same cell leading from room to room?

If they are load doors make sure your NPCs have intelligence over 30, any lower and they cannot use load doors.

If they are in the same cell it's possible that the radius of their AI pack is large enough that they don't need to go through that door to detect reaching their marker. Try setting the travel location radius to 0 and see if that helps.

On either door type you might check ownership. If the door or location the door leads to belong to anorher owner or owned by a faction your NPCs are not part of they won't use the doors.
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Dewayne Quattlebaum
 
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Post » Tue Dec 13, 2011 7:27 am

Are these load doors (ie leading from one cell to another cell)? Or animated doors (ie in the same cell leading from room to room?

If they are load doors make sure your NPCs have intelligence over 30, any lower and they cannot use load doors.

If they are in the same cell it's possible that the radius of their AI pack is large enough that they don't need to go through that door to detect reaching their marker. Try setting the travel location radius to 0 and see if that helps.

On either door type you might check ownership. If the door or location the door leads to belong to anorher owner or owned by a faction your NPCs are not part of they won't use the doors.

They're in the same cell but they're load doors, I'm trying to get them to walk from the castle wall through a castle door to a trapdoor on top of a castle tower. they all have intelligence over 36. None of the doors are owned or faction oriented. I just checked to make sure all this was true. I still don't understand what's holding them back.
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Nims
 
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Post » Tue Dec 13, 2011 2:51 pm

Trap doors.... Maybe they have vertigo?

Actually, I've never seen any NPC use same-cell load doors.
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victoria johnstone
 
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Post » Tue Dec 13, 2011 9:03 am

They're in the same cell but they're load doors


This is likely your problem. If they are in the same cell, the NPCs may be looking for alternate pathed routes to their destination since they are in the same cell. Try using a http://cs.elderscrolls.com/constwiki/index.php/SubSpace. A subspace around the second area (where the first door leads to) should set that second area apart as a different place and your NPCs will know then that they have to use the door to get there.
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Nathan Barker
 
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Post » Tue Dec 13, 2011 10:44 am

This is likely your problem. If they are in the same cell, the NPCs may be looking for alternate pathed routes to their destination since they are in the same cell. Try using a http://cs.elderscrolls.com/constwiki/index.php/SubSpace. A subspace around the second area (where the first door leads to) should set that second area apart as a different place and your NPCs will know then that they have to use the door to get there.

Thanks, that was the exact problem I was running into.
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Gracie Dugdale
 
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