Guard Patrol Routes

Post » Mon Jun 18, 2012 3:35 pm

Hello folks. I have a project currently where I expand on the village of Ivarstead.
I recently added some houses and a guard tower, and I want a guard or two to simply patrol about and hang out in the tower a while.
if there can always be at least one guard in the tower it would be cool.
But I can't figure out how to use these XMarkers.
I look at how the other patrols are and they have many XMarkerHeadings linked together with a lot of references and such.

I look to create a patrol schedule called GuardIvarsteadSonsTowerPatrol and one for Imperials.
Any help on how to place these markers, connect them and tie them with the guard I just made?


Update:
I solved the above problem, but encountered another. The guard won't follow the path I out out.
I want him to walk up the stairs of a wooden tower, but he refuse to do so.
I place the first marker right inside the tower, the second marker in front of the first staircase, the third on the platform before the second stair,
the fourth on the platform before the third stair, the fifth on the platform before the fourth stair, and the last at the top of the tower.

Explained here in a crudely drawn Paint picture, where black is structure, yellow is path and blue circles are markers.
http://bb.xieke.com/files/guards%20path.png

A simple task, but he don't want to. He glitches and refuse to go from the first to the second marker, and sometimes he manages to do so, but not then to the third. But from 3-4 and 4-5 he goes without trouble.
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Kelvin
 
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Post » Mon Jun 18, 2012 7:20 am

Anyone? I need this, so if anyone had an answer I'd be grateful.
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Kaley X
 
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Post » Mon Jun 18, 2012 6:35 pm

Hey :) Give this page on the creation kit wiki a read, it has information on how to make NPC AI, link Xmarkers and make patrols :) http://www.creationkit.com/Bethesda_Tutorial_Packages
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Etta Hargrave
 
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Post » Mon Jun 18, 2012 1:50 pm

Have you read this section? It deals with basic patrols and such.
http://www.creationkit.com/Bethesda_Tutorial_Encounters
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Sammie LM
 
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Post » Mon Jun 18, 2012 6:33 am

Aha, thanks! I didn't know of those. Will give them a good read.
Thanks.

Ivarstead's getting it some big extensions, that will need guards.
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Stacy Hope
 
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Post » Mon Jun 18, 2012 2:26 pm

Bump with update of OP.
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Alisha Clarke
 
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Post » Mon Jun 18, 2012 8:38 pm

I'm also working on an http://skyrim.nexusmods.com/downloads/file.php?id=8381. I have a few questions for you. How are you handling the exterior navmeshes with your new additions? Editing the default navmeshes can cause some problems easily, such as the http://www.youtube.com/watch?v=RlNBVOcuW3M&feature=player_embedded. Basically, if you alter the existing navmesh to compensate for your new buildings, the NPCs might not adapt to the changes so well; you can test this by loading up your mod, walking around Ivarstead, and then running out of the town for a few cells and then returning. Is the NPC pathing still working properly, or do some of them get bugged? By bugged I mean not moving, getting stuck in odd areas, running into walls, etc.
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Brad Johnson
 
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Post » Mon Jun 18, 2012 1:55 pm

I dunno, have not checked. I have no idea how to alter navmeshes, I simply raise/lower the ground and retexture it.
But do you know how to deal with the pathing for the guard?
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SiLa
 
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Post » Mon Jun 18, 2012 7:54 pm

Well yes, all AI pathing is based on navmeshes. I highly suggest reading/watching the CK tutorials again since navmeshes are required for any kind of NPC movement, including patrols. It's not as simple as placing new buildings and adding patrol routes unfortunately. :(
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Tiffany Castillo
 
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Post » Mon Jun 18, 2012 12:32 pm

http://www.youtube.com/watch?v=raM9TBZZyQY&feature=youtu.be&hd=1 is the tutorial video on navmeshes. More information is on the CK wiki.
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Danielle Brown
 
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Post » Mon Jun 18, 2012 2:11 pm

Thanks, I'll look at it.
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Adrian Morales
 
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