Hi. I am having trouble using Path grids, I have looked for explinations but i haven't found any. I suppose a suitable question would be; What do the red markers and the blue markers mean?
I assume each marker is where an NPC can walk to, and that they can only walk within the paths between each marker right? Well I have lain down some path grids and my NPC's just stand still, could some one help me with this please?
Question about Path Grids - How to use them.
Moderators: Haplo, Lead Developers
The points represent places that an actor can stand. The lines between the points are the paths that the actor can take from point to point. Your blue points represent the preferred paths, where most of your actors will be. Orange points are the automatically generated points, and are usually used in non-town areas.
If you have laid out your paths correctly, and you are wondering why an NPC is not walking between them, you may want to try editing the NPC itself. If they are not walking, it could be an error with their own settings.
If you have laid out your paths correctly, and you are wondering why an NPC is not walking between them, you may want to try editing the NPC itself. If they are not walking, it could be an error with their own settings.
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As Dexter said, make sure your NPC is setup correctly. They need a Wander AI package so they can move about the room. I believe you also need a set marker and make sure to have them wander in the vicinity of it so they don't just wander out of the building. Look at the other Wander packages that generic NPC's use throughout the rest of the game. You can also add the packages and specify a time of day for them to occur in. Towns will have a general wander package so NPC's can move about town during the day, etc.
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I once made a pathgridding tutorial. Let me repost it. This is for Morrowind, I don't know about pathgrids in Oblivion but I suppose the basics are the same.
Pathgridding for dummies
<> A. Click on the Pathgrid icon or use World->Edit Cell Path Grid.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/3746/tut10it.png[/img][/url]
<> B. This will bring up a small window. Generate default grid isn't interesting, as it will make the same mistakes as the AI. Granularity defines the size of the squares created by the red path nodes (red == default) when a default path grid is generated. Save user points seems to have no purpose, user points are always saved anyway. You can check it just to be sure.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/8537/tut20ng.png[/img][/url]
<> C. So, leave the path grid window open, and go to your render window.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/6730/tut31fs.png[/img][/url]
Here are the rules of making pathgrids:
1. Path nodes can be selected and moved just like any other items.
2. However, they can't be rotated. (That would be useless anyway.) A right click creates a new path node.
3. Default path nodes are red, custom path nodes are blue. Moving a red node turns it to blue.
4. Path nodes can be deleted just like items, with the delete key.
5. In this mode, it's the selected node that is used as the pivot point when rotating/centering/etc. the view.
6. With a node selected, Ctrl + left click on another connects both; or if they're already connected, disconnects them.
7. Pathways and pathnodes are especially useful at places where the AI has trouble navigating. A flat, large, straight hallway without obstacles won't even need one, but a place with stairs, doorjambs, ramps, and other obstacles will need a detailed grid.
A good example is the famous cavern of Addamasartus, near Seyda Neen:
[url=http://imageshack.us][img]http://img98.imageshack.us/img98/6978/tut42iy.png[/img][/url]
As you see, the grid follows the ledge leading to the entrance. If you delete this in a test esp, then start a new game with that esp, you'll notice that the smuggler in the first piece won't react adequately. Attack her from the entrance with ranged weapons, and she'll charge straight at you and get stuck in the elevation. With the path grid, she knows that to reach the entrance she has to pass through the ledge.
<> D. Finally, once you've made the path grid for your cell, click on Save. This saves your pathgrid and closes the path grid window, returning the render window to its usual mode.
Pathgridding for dummies
<> A. Click on the Pathgrid icon or use World->Edit Cell Path Grid.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/3746/tut10it.png[/img][/url]
<> B. This will bring up a small window. Generate default grid isn't interesting, as it will make the same mistakes as the AI. Granularity defines the size of the squares created by the red path nodes (red == default) when a default path grid is generated. Save user points seems to have no purpose, user points are always saved anyway. You can check it just to be sure.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/8537/tut20ng.png[/img][/url]
<> C. So, leave the path grid window open, and go to your render window.
[url=http://imageshack.us][img]http://img101.imageshack.us/img101/6730/tut31fs.png[/img][/url]
Here are the rules of making pathgrids:
1. Path nodes can be selected and moved just like any other items.
2. However, they can't be rotated. (That would be useless anyway.) A right click creates a new path node.
3. Default path nodes are red, custom path nodes are blue. Moving a red node turns it to blue.
4. Path nodes can be deleted just like items, with the delete key.
5. In this mode, it's the selected node that is used as the pivot point when rotating/centering/etc. the view.
6. With a node selected, Ctrl + left click on another connects both; or if they're already connected, disconnects them.
7. Pathways and pathnodes are especially useful at places where the AI has trouble navigating. A flat, large, straight hallway without obstacles won't even need one, but a place with stairs, doorjambs, ramps, and other obstacles will need a detailed grid.
A good example is the famous cavern of Addamasartus, near Seyda Neen:
[url=http://imageshack.us][img]http://img98.imageshack.us/img98/6978/tut42iy.png[/img][/url]
As you see, the grid follows the ledge leading to the entrance. If you delete this in a test esp, then start a new game with that esp, you'll notice that the smuggler in the first piece won't react adequately. Attack her from the entrance with ranged weapons, and she'll charge straight at you and get stuck in the elevation. With the path grid, she knows that to reach the entrance she has to pass through the ledge.
<> D. Finally, once you've made the path grid for your cell, click on Save. This saves your pathgrid and closes the path grid window, returning the render window to its usual mode.