I've noticed in one of my larger exterior areas that guards I placed in the toolset disappear when I run a test of the module.
Might anyone know what causes this?
NPC's disappear
Débuté par
Friar
, déc. 31 2010 08:03
#1
Posté 31 décembre 2010 - 08:03
#2
Posté 31 décembre 2010 - 05:04
It is possible they could be being killed by other NPC's if there is someone in the area who is hostile to them. You might be able to test for this if you give them a couple of droppable items. If they are killed then the droppable items should still be wherever they were killed. If you created the guards from the human blueprint they are probably defender faction rather than commoner faction. Defender tends to cause them to run off and try to kill hostile things.
Regards
Regards
#3
Posté 31 décembre 2010 - 09:17
That is a good point because I have been trying to fiddle with the factions to where I could make guards attack when an illegal action is made.
However, other guards are doing just fine showing up. I'm wondering if this could have anything to do with some sort of limit on placeables and other such things.
It is a pretty crowded area although I'd like for it to be even more crowded.
However, other guards are doing just fine showing up. I'm wondering if this could have anything to do with some sort of limit on placeables and other such things.
It is a pretty crowded area although I'd like for it to be even more crowded.
#4
Posté 01 janvier 2011 - 03:47
No limit on the number of creatures as far as I know. The issue with the limit on placeables is that if there are too many placeables within a small area it creates problems when baking. That isn't a problem with creatures.
Regards
Regards
#5
Posté 03 janvier 2011 - 10:51
I finally figured it out. I noticed I was using a heartbeat script from the Ultima theft system. Once I get everything placed the way I want it I'll go back and try and see why I can't get the theft system to work for my module.
Modifié par koundog1, 03 janvier 2011 - 10:52 .





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