Enemies in custom cell walk away over time.

Post » Sun Nov 18, 2012 6:10 am

Hey, so I am in the final stretches of making my first level and I have one serious issue that has come up.

A large portion of the enemies in my dungeon will walk out the front door and never return, leaving my dungeon mostly vacant. Right now I have a selection of lvlDraugr enemies throughout the dungeon as well as 6 ghosts who I have custom made by using the Template Data for various LvlBanditGhosts. This problem has been happening ever since I hooked my level up to the outside world and it doesn't seem to matter if they have pathing data or not. With toggledetection flipped on I was able to watch as a ghost and a Draugr calmly just walked up my staircase and out the front door, down the mountainside and away. I have no idea where they are trying to go but I can't for the life of me figure this out.

Has anyone seen this before? Is there a simple solution or step that I am just missing? At this point I would even take a solution that would just allow me to disable the from door for NPC use. Thank you in advance.
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~Sylvia~
 
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Post » Sun Nov 18, 2012 12:13 pm

Do you have the AI package location set to "editor location"?
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Camden Unglesbee
 
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Post » Sun Nov 18, 2012 7:07 am

You can stop actors from going through doors. However this is applied at the race level

Can't Open Doors: Actors of this race can't go through doors.

However it may not stop all your enemies gathering at the door.
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Captian Caveman
 
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Post » Sun Nov 18, 2012 12:57 am

I have not done anything with AI packages, should I have to edit default enemies to prevent this? My custom ghosts are set to inherit the AI Packages from the template data.

EDIT: I have added a location and encounter zone to the dungeon and I have since been unable to reproduce the mass exodus bug. I think that might have fixed it.
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Jesus Lopez
 
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