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 Fallout 3 mod question View next topic
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Julie
SDF!
SDF!


Joined: 23 Mar 2009
Posts: 2

PostPosted: Mon Mar 23, 2009 9:34 pm Reply with quoteBack to top

I have found creating and editing terrain and buildings easy with the GECK. NPC's on the other hand have been a big problem. I have not been able to get the NPCs to patrol they move to the first xmarkerheading and stop. I am hoping someone can tell me what I am doing wrong. Here is the process I follow (below). Thanks in advance to anyone who is kind enough to try and help:

So here is the process I follow – step, by step:

1.Make sure the area the NPC is to walk in is fully Navmeshed with no errors

2. Find the object window/actors/npc. Right click on an npc (in my case a brother hood of steel character) and then select “New”

3.Make sure persistent reference is checked (I have also tried this without persistent reference checked)

4. Select Edit Base

5. Leave Template data set for “BrotherhoodOfSteel2GunAAtemplate” I have also tried none as well as other generic npc templates)

6. Make Sure “use ai data” and “use ai packages” are selected and select ok

7. Pull an XMarkerHeading from the Object window to the render window.

8. Make sure the XMarkerHeading has patrol data sent to 0.0 interval

9. Link Ref the NPC to the first XMarkerHeading

10. Link Ref the first XMarkerHeading to the second XMarkerHeading

11. Link Ref the second XMarkerHeading to the third Xmarkerheading

12. Check the
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entertainer
Vault Hero
Vault Hero


Joined: 30 Dec 2006
Posts: 1080
Location: Lithuania

PostPosted: Mon Mar 23, 2009 9:38 pm Reply with quoteBack to top

A guy named MR Snake might know.
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Julie
SDF!
SDF!


Joined: 23 Mar 2009
Posts: 2

PostPosted: Mon Mar 23, 2009 9:42 pm Reply with quoteBack to top

entertainer wrote:
A guy named MR Snake might know.


No matter what his name is this is making me crazy....ok crazy-er. I have read all the tutorials I can find from Bethesda, to Facepunch to Modding 4 fun to youtube. The npc (now mind you this is not a "lvl" monster npc) goes to the first xmarker and stops.
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VasikkA
No more Tuna
No more Tuna


Joined: 15 Jun 2002
Posts: 8711

PostPosted: Mon Mar 23, 2009 9:54 pm Reply with quoteBack to top

This is primarily a Fallout/Fallout 2/random BS website. There are no Fallout 3 modders here that I know about.

You'll probably find your answer on these sites:
http://www.nma-fallout.com/
http://www.fallout3nexus.com/
http://planetfallout.gamespy.com/
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cazsim83
250 Posts til Somewhere
250 Posts til Somewhere


Joined: 19 Jul 2007
Posts: 2978

PostPosted: Fri Mar 27, 2009 3:43 am Reply with quoteBack to top

===edited for useless post, by myself===


Last edited by cazsim83 on Fri Mar 27, 2009 7:57 am; edited 1 time in total
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Manoil
Wastelander's Nightmare
Wastelander's Nightmare


Joined: 22 Feb 2006
Posts: 3720
Location: Drifting Onward

PostPosted: Fri Mar 27, 2009 5:49 am Reply with quoteBack to top

http://www.youtube.com/watch?v=eVxks78dADI&feature=related
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Jim the Dinosaur
Wanderer
Wanderer


Joined: 06 Aug 2005
Posts: 430

PostPosted: Sat Jan 16, 2010 11:19 pm Reply with quoteBack to top

Julie wrote:
I have found creating and editing terrain and buildings easy with the GECK. NPC's on the other hand have been a big problem. I have not been able to get the NPCs to patrol they move to the first xmarkerheading and stop. I am hoping someone can tell me what I am doing wrong. Here is the process I follow (below). Thanks in advance to anyone who is kind enough to try and help:

So here is the process I follow – step, by step:

1.Make sure the area the NPC is to walk in is fully Navmeshed with no errors

2. Find the object window/actors/npc. Right click on an npc (in my case a brother hood of steel character) and then select “New”

3.Make sure persistent reference is checked (I have also tried this without persistent reference checked)

4. Select Edit Base

5. Leave Template data set for “BrotherhoodOfSteel2GunAAtemplate” I have also tried none as well as other generic npc templates)

6. Make Sure “use ai data” and “use ai packages” are selected and select ok

7. Pull an XMarkerHeading from the Object window to the render window.

8. Make sure the XMarkerHeading has patrol data sent to 0.0 interval

9. Link Ref the NPC to the first XMarkerHeading

10. Link Ref the first XMarkerHeading to the second XMarkerHeading

11. Link Ref the second XMarkerHeading to the third Xmarkerheading

12. Check the
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