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Jebbalon

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About Jebbalon

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  1. Link to Issue #25519 I know this has been closed but I noticed something that might be relevant. The MQ303 where their interaction takes place has Farengar in an alias but it is not marked with Allow Dead. USSEP does not edit MQ303, only the script fragment... The QF_MQ303... that USKP changed checks for the alias reference IsDead() But, if he is dead and the alias is not filled then ..... How would that fail ?? As an alias not filled or the IsDead check failing with false meaning alive. ? I looked at my setup and am confident that USSEP is only instance of those scripts. Also, I did the MQ303 quest long after the Mephala quest where Farengar was killed. So filling those aliases happened after he was dead for sure. I could be wrong of course but just wanted to bring it up
  2. It looks steep but it's not too steep to stop them. I think it is more they are running into the rock with current version. I did try in game to just disable the rock but that didn't work. The navmesh would have to be lowered I guess. I also think it is "good enough" - like I said 100% better because they do end up going up the path instead of around entire mountain. With bandits - normal play would not be watching to see them bumping into rocks. I'm probably the only person enjoying watching them run around Yeah, no need to stop the presses on next USSEP. (not that you would for this) Followers would be more the issue and they tend to have work-arounds for getting stuck. Below is my current files for the Patrols addon - requires OBIS SE.esp from Nexus site version 2.5. Separating out just the two patrols that go there would be ... difficult. 1. Load up everything - use the settings book or MCMenu if you have that to enable the patrols. 2. I use ~ TDetect to toggle detection to just follow them around. They also won't spend time fighting everything along the way. 3. Go to Mistwatch keep (Darkwater Crossing side) - Reset the patrols by making change in settings then wait indoors 1 game hour. (you can turn on debug notices to see that) 4. Head out and you should see them jogging up the path from mistwatch. If you look in xEdit/CKit the patrol from Mistwatch up to Riftwatch Tower is #15 and the patrol from Faldar's Tooth to Nilheim is #19 - they cross on that path. Thanks again for looking at this OBIS SE Patrols Addon - for AFK testing.7z
  3. Video starts with patrol 1 trying to go up path. Then Patrol 2 comes down the path fine. Patrol 2 then comes back and gets stuck with 1 I then go up the path out of range and wait an hour - this gets them past rock Then the Patrol 1 comes back down the hill without problem. Hope that helps maybe you can see where to make changes. Thanks again for working on this DayDreamer
  4. Ok - that didn't work. The pretty much stayed at the middle of rock trying to go up. He did several loops back and forth and did move more toward the pink double lines side but never enough to jump up there. The patrol coming down did fine again. They used that area around the pink and did the jump animation. Returning though they were in same situation as other patrol. I have a couple screenshots, but I also made a few videos - give me a bit to edit them together into one shorter video showing everything. I'm thinking it has hard time jumping up. That animation needs to fall across the gap onto the other mesh to work. Going up is hard to get that fall across. Might need to overlap them maybe?
  5. So, I gave it a try and it worked ... well sort of... The patrol coming down the path worked great - they didn't hesitate and it looked really natural as they jumped down that rock. The patrol going up ( see pic below ) got hung up on the NorthEast side of the rock. They were not able to jump up the rock there. They kept trying though and that is 100% better than them going up around the mountain. Also, I did wait for an hour ( wiat menu that is ) and they made it past the rock and on up the path. In your image - the double pink lines at the Top is the area where they are in my pic below. I'm wonder if the jump down can stay there but remove the jump up - I think it is just too steep right there. The other side of rock might be ok but they did not try that side going up the path.
  6. The way you describe it - My guess is that the pathing wasn't working in that area and they moved the rock thinking it was that. Instead it was the rock that probably caused there to be islands in the area that were not connected. Removing the rock didn't do anything but that was what appeared to be blocking the npcs. Anyway... is there any way I can plug in what you uploaded to test it out ?? Or would it be better to wait for release? and Thank you for looking into this issue DayDreamer!
  7. Thanks... I didn't do this for the recent release of OBIS SE v2.5 patrols. Like I said - I just re-routed the patrols to avoid that mountain path. If I do update this again though I'll try out that jump technique.
  8. The terrain is steep in that area but should not pose a problem, the separated navmeshes is more of an issue. 1. Is there an object that can be placed across the gap to link them? Sort of an opposite to the Nav Cut Box. 2. Instead of joining the meshes - what about making them Dropdowns (selecting edges and press 'P' ) ? Might look strange to see NPC jumping there..... but would that work in both directions ? hmm...
  9. I have been working on OBIS SE and its Patrols Addon and have run into a path with a navmesh that is not connected. It's just a small break in the navmesh but with patrol markers on either side of the break the bandits will turn around and go miles around the mountain to get to other side. Here is view of the area ... second pic has navmesh editing turned on and I labeled stuff ... third pic is showing only the navmesh, you can see the break better.... I wanted the patrol to go from Mistwatch north of here (down in the images) then turn up this mountain path and head to Clearspring Tarn and eventually up to Riftwatch Tower. Instead the patrol hits the markers near bottom of image and continue up to Nilheim, Sarethi Farm then all the way around to reach the markers in upper left of image. I did try to quickly bridge the gap and this did not work - I probably needed to do finalize and clean up the cell borders. It also created a deleted navmesh as that is an island in lower right corner of 30,-14. Decided that did not belong in patrol mod so I routed them differently to avoid that path.
  10. Thanks DayDreamer - I'm going to copy paste that info to the Nexus thread here
  11. Curious about this as well. Is it new stuff to play with? or is it packaging error?
  12. Went ahead and published it onto the Nexus - find it here
  13. Uploaded the file here. Please check it out. There is more info in description.
  14. Jebbalon

    Jebbalon's Package for M'aiq

    Version 1.0.0

    2 downloads

    Jebbalon's Package for M'aiq Find on the Nexus here. Changes made M'aiq The Liar NPC record - increased speed multiplier to 120 - Changed Wander Package to point to new package. MaiqTheLairWander - Old wander pacakage included a Travel, a Wander and a Sandbox procedure in sequence. The worst part was that the travel package had the Near Self target. M'aiq then would run off only to stop after realizing he was hear himself! JEB_PackageForMaiq is quite different from his old one. - New package is a set of 4 Travel packages set to pick one at random and repeat when complete. - The 4 target locations - I picked locations near the 4 border gates in skyrim. - Stendarr's Beacon - Halldir's Cairn - Refugee's Rest - Southfringe Sanctum - Set flag to allow swimming in package - just in case The way the Wilderness Encounters work is that when M'aiq (WE35) becomes unloaded he will be returned into the fold to be spawned again at another encounter site. If you follow M'aiq long enough, not allowing him to unload, you'll see him run all over the map. It's great!

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