Wall archers on the ground?

Post » Wed Aug 18, 2010 6:16 pm

I've come across several archers that take a few jerky steps then turn around, going back and forth. I assume they are wall archers from MMM's city defense plugin. Any idea what's going on?


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User avatar
Nick Jase Mason
 
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Post » Wed Aug 18, 2010 4:28 pm

Where is it happening at Skingrad?
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Dewayne Quattlebaum
 
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Post » Wed Aug 18, 2010 1:28 pm

This happens to me a lot too, at pretty much every city. It seems like they just tend to fall off. Never really checked why, I just didn't worry about it too much.
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Krystina Proietti
 
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Post » Wed Aug 18, 2010 2:59 pm

Happens for me too.. I just assume that any archer with damage on the ground has fallen off a wall.. :)
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Eileen Collinson
 
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Post » Wed Aug 18, 2010 6:26 pm

What happens sometimes is that they get loaded before the walls do and thus end up falling through and getting pushed out of wall , Game Engine loading issue even with a timer script on them it still happens.
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Hot
 
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Post » Wed Aug 18, 2010 12:51 pm

That explains why they often are trapped inside the walls
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Nany Smith
 
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Post » Wed Aug 18, 2010 12:19 pm

sometimes you can Approach a city and see them fall, or sometimes like in Case of Bruma they rarely fall because there are not so many objects getting loaded. Aka Trees Compared to to other cities.

I could add Subspaces Block but that is alot of work has both City Worldspace and Cryodiil Worldspaces would need them that would help some but still a chance of them falling with those.
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Lynne Hinton
 
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Post » Wed Aug 18, 2010 10:34 pm

I think I may just deactivate that plugin then. Would that cause any problems? For my saved game that is.
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Brandon Wilson
 
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Post » Thu Aug 19, 2010 12:19 am

I think I may just deactivate that plugin then. Would that cause any problems? For my saved game that is.


Yes, that is safe. Just do it from a save in a secluded cell (i.e. not in the same cell as the wall archers are in) and wait for a respawn, i.e. 4 days on default - and you should be good to go.
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Penny Courture
 
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Post » Wed Aug 18, 2010 11:17 pm

Subspaces would probably do the trick. I had similar issues when I had wall guards in OC Chorrol. They'd fall off until I put subspaces up, because the subspaces kept them from trying to path down to the ground.

You can make some really humongous ones to do the job since they'll be far enough above the ground the rest of the NPCs won't be bothered by them.
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Vicki Gunn
 
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Post » Wed Aug 18, 2010 4:54 pm

Subspaces would probably do the trick. I had similar issues when I had wall guards in OC Chorrol. They'd fall off until I put subspaces up, because the subspaces kept them from trying to path down to the ground.


What about when they are in combat don't npc just go through subspace's that is what the wiki states..

Under normal pathing routines, the actor will not cross a subspace boundary, even if a pathgrid exists or a direct open area exists that would let him. The exception to this is combat. In combat, an actor that is close to his target will move in a straight line toward his target, ignoring path grids and subspace boundaries.

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brandon frier
 
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Post » Thu Aug 19, 2010 3:32 am

I'm not sure if this issue is part of wall archers. But Awhile back with an old game I was walking out of Battlehorn Castle and watched a guard fall from way up in the sky and land in the middle of the court yard. It happened 2 or 3 times but haven't seen it since in the last couple of months.
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Marine Arrègle
 
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Post » Wed Aug 18, 2010 7:15 pm

The wiki is wrong then and needs to be corrected. When I had the guards on the walls in Chorrol and deliberately started fights in the streets, the ones with bows fired on me from the walls, and if I got far enough away, they ran to the expected doors and down to the ground properly to continue the pursuit.
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Brandi Norton
 
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Post » Wed Aug 18, 2010 2:28 pm

...the ones with bows fired on me from the walls, and if I got far enough away, they ran to the expected doors and down to the ground properly to continue the pursuit.

I can confirm this proper guard's behavior during my play-testing (albeit on different location).
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chirsty aggas
 
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