Sounds interesting. In a pretty packed settlement might it be best to have them circle around? I guess I might need to test this, since there is a route a route they can take but if it's a whole bunch of guards it might get pretty packed. Would it get potentially irritating if walkway is usually 500 unit wide and guards are going back and forth?The patrol routes are use by leaders that spawn guards. Let's say you have a "Brotherhood Ally" leader. They with spawn some BoS guards that will walk between the markers. They will start at Marker 1, then make their way to the next, until the reach the last marker. At that point, they will return to marker 1.
Actually, I have placed them in every city plan I have made. They are the last things I place after decorating, so I can ensure unblocked routes between markers.So it is one of the toys I probably should leave in the toy box, got it.
Yeah, if it's packed. I try to put them on what look like "logical" paths.Sounds interesting. In a pretty packed settlement might it be best to have them circle around?
There's an oxymoron! Logical & Bugthesda! LMAO!!I try to put them on what look like "logical" paths.
Yes they will.Since the guards aren't settlers, will the patrol path markers work outside the settlement boundaries?
What happens if there aren't any patrol markers? I was a little hesitant due to navmesh/navigation concerns. Will problems happen if there's stuff they can't walk over in-between 2 markers?No they aren't. Preston's patrol route is scripted. The PBP patrol markers are for leader spawned guard patrols.
Do we need to test them a lot or so long as some markers are there? I actually haven't used any Leader Patrols because I've not unlocked any of the Leaders who would have that trait in a while, I often just build & not bother much with questing. I often tend to unlock Hancock & use him. Plus I usually tested pathing by giving settlers melee weapons only & making them hostile. In combat they won't teleport when pathing, so if they can't get to you then it means that part is broken as far as navigation goes. It'll also show if there is a bit of a deadzone since they will go around it, it'll look like they avoid a patch of ground for no apparent reason. I think it works well for testing Navmesh blocks to make sure they can go over from a Navmesh block onto normal pieces.City Plans need the markers for the Leader patrols to work. (IF I'm not mistaken)
If the NPC's can't path to the markers it does cause issues and they just bunch up looking stupid. hehehhe
Just like making patrol routes in the CK.
They tend to bunch up near the workshop.What happens if there aren't any patrol markers?
They do the magic teleporting trick. Very unimmersive.I was a little hesitant due to navmesh/navigation concerns. Will problems happen if there's stuff they can't walk over in-between 2 markers?
Yes. They are optional, and if not present, patrols appear to walk between the attack markers.City Plans need the markers for the Leader patrols to work.
You should test them. Place them in order, minimum 1, maximum 10, then save your game. Now, run this command:Do we need to test them a lot or so long as some markers are there? I actually haven't used any Leader Patrols because I've not unlocked any of the Leaders who would have that trait in a while, I often just build & not bother much with questing.
Awesome thanks! I largely just do sim settlements/building stuff so most of the time I don't bother unlocking everybody, especially since I restart very often anyways. Might play the game normally for a bit though, since I've been taking a 1 month breakYou should test them. Place them in order, minimum 1, maximum 10, then save your game. Now, run this command:
cqf kgsim_recruitmentmanager testguards true
BOOM - instant patrol.
If there is a problem, reload your save, adjust markers. Save, and run the command again. If not. Reload your save anyway, and prepare for export.
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