War Travil Problems

Post » Wed Aug 26, 2009 10:02 am

Ok so in my mod there is a rebelion going on. well i wand ther to be 4 leaders of the rebelion who lead ther respective armies to the imperal city from the 4 corners of tamrial.

I made a new world space to test this out, to see it my follow and travial packeges worked out all right. the pesents followed the leader just fine. but the leader was always already at the location each time i loaded the cell.

Now if the leader is at the war sight befor the war happens and he is without his army, well... thats one dead leader right there and dead leaders meen no war.

I need help or segestions as to why the leader was already at the sight of the impending battle each time the cell loaded.

--Thanks!
-MNPred
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A Lo RIkIton'ton
 
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Post » Wed Aug 26, 2009 4:20 am

In effect, the leader is using Fast Travel, and the peasants aren't.

if the player's not there to watch, the packages are evaluated independently. The leader gets moved to where he should be - directly, without having to pass through the stuff in between. The peasants then try to follow the leader, but he's not there to be followed any more, so they stay put where they are. Or more accurately, they don't have a package to put them at the leader's destination to continue following him then, so they can't follow at all.

I'd recommend that you give the leader and peasants the same travel package. He can tell them where to go, they're not so dumb he has to show them himself! You can give the peasants a follow package that they will use if the leader is close enough, and if it's above the travel one, they'll use it when they can.
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Dawn Porter
 
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Post » Wed Aug 26, 2009 3:32 am

Ahh. Wow i did not know that the game did that! wow! Thanks, i would have never found that out for my self. :o
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Donald Richards
 
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Post » Wed Aug 26, 2009 11:17 am

Wait, I still have the problem with the leader still being at the castle without an army, my mod involvs the pesents storming the imperial cith and through strength of numbers taking the castle, when the castle is taken the player is suposed to arive and kill the leader thus sending the rebles into disary. I want it to also be possible for the player to beable to arive on time to help stop the rebels from takin the castle. this way, even if the player disides to work on anothe quest, the war is still going on. This will make my mod appear to be a little more realistic.

In life, a war does not just puse its self just because you wanded to work on a diffrent quest, it keeps going. so depending on the timeing of the player, the war may end with a little fighting or alot of fighting. Big war or little war, it depends on the intrest and speed of the player.

So, you see, I need the leader and the pesents to walk\run to there destination, not quick travile.

--Thanks!
-MNPred
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cheryl wright
 
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Post » Wed Aug 26, 2009 6:15 am

For the most part, NPCs don't actually travel, fight, or do anything unless the player is there to see it happen. At best, you'll have NPCs who just teleport to their destinations once the time comes. You can simulate these things to a degree using scripting and well controlled scenes, and can make NPCs update more frequently by flagging them as quest related (requires MUCH more processing per frame per NPC) but there are various limitations and costs for trying to go around those limitations (be it performance, complexity, effort, playability).

This is kinda why there are no real war mods around for the game.
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Hearts
 
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Post » Wed Aug 26, 2009 8:45 am

So...My plans for my mod are, basicley, not practical or possible? hmmm...I had big plans for this mod.... :(
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cosmo valerga
 
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Post » Tue Aug 25, 2009 9:24 pm

I just thought of somthing!! What if I used a Marker Rat for them to 'Find'/'Follow'? then the rat would be to one who fast traviled while the pesents and thire leader walked\ran to it?
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Jessica Colville
 
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Post » Wed Aug 26, 2009 9:12 am

Yes!! This fixed it, instead of a travil package i used a find packege and insetead of an Xmarker i used a marker rat. As far as i could see in my testings, none of the npcs used quick travil they all walked\ran to the marker rat! :)
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CArla HOlbert
 
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Post » Wed Aug 26, 2009 6:07 am

Yes!! This fixed it, instead of a travil package i used a find packege and insetead of an Xmarker i used a marker rat. As far as i could see in my testings, none of the npcs used quick travil they all walked\ran to the marker rat! :)

Were you by any chance watching them when they did this?

Try it when you aren't in the area.
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Angela
 
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Post » Wed Aug 26, 2009 8:29 am

Using the consal i selected the leader then moved a ways away from the leader and the group then i used the command Moveto Player, after that i fast traveled to another place wated a few seconds and, using the coc comand I moved back to the world space, the leader and his army were still walking toward there destination!
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Dewayne Quattlebaum
 
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