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Why is it that some mission NPCs...


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Why is it that some mission NPCs, I'm thinking specifically of rescues, can run down a corridor, then stop and stand beside you until you move again (they may shuffle a little but generally remain calm), while others hover around you in a constant and annoying frenzy of movement like bees around a hive?  I'm most familiar with this latter effect with the characters in the blue side Twinshot story arc, but encountered it again this evening on the red side with the Mr. Graves story arc.  What's going on under the hood/bonnet?

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In AE, the ones who follow politely are Allies. They have settings for following behavior. The gangs who show up and shadow you are friendly ambushes, whose main job is to vector to you in battle (in their overly “friendly” way). I’m guessing regular mish NPCs follow similar patterns.

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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

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I've really only seen that in Twinshot/Graves.  It looks like a following distance problem.  Normal hostages seem to follow at a set distance minimum.  But Twinshot/Graves NPCs actually look like they're trying to follow at zero distance, i.e. occupy the same space as you.  Except that's not possible due to collision so they keep colliding with you.  It's harmless... but annoying.

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3 hours ago, ZemX said:

I've really only seen that in Twinshot/Graves.

 

Silent Blade and your doppelganger in tips do it.  That's why I always murder them if it's an option.  Violating my personal space is a no-no of the highest order.

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Get busy living... or get busy dying.  That's goddamn right.

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On 3/19/2024 at 12:29 PM, Luminara said:

 

Silent Blade and your doppelganger in tips do it.  That's why I always murder them if it's an option.  Violating my personal space is a no-no of the highest order.

 

mememe_d75ef82eed2390ac48ea8a2a472f4a59-

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On 3/19/2024 at 9:01 AM, ZemX said:

I've really only seen that in Twinshot/Graves. 

 

There are quite a few annoying little bugs in the Twinshot strings. In the first mission you can end up with multiple Twinshots (and on rare occasions Flambeauxs) especially if you play with a team, and its hard to tell which Twinshot you are supposed to talk to.  Also, in the mission where you and Grym are trying to stop a demon from being summoned, Grym always stands in the Girlfriend From Hells fire until he dies. Whoever coded the Twinshot/Graves strings did so quickly and on the cheap.

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1 hour ago, Jimpy said:

There are quite a few annoying little bugs in the Twinshot strings. In the first mission you can end up with multiple Twinshots (and on rare occasions Flambeauxs) especially if you play with a team, and its hard to tell which Twinshot you are supposed to talk to.  Also, in the mission where you and Grym are trying to stop a demon from being summoned, Grym always stands in the Girlfriend From Hells fire until he dies. Whoever coded the Twinshot/Graves strings did so quickly and on the cheap.

 

You're not kidding. Ever try to run either of them on a team/with x2+ as your set difficulty? The interactable consoles you run into at some points apparently count as MOBS, which means that on larger team-sizes, they'll have an 'escort' of blue-conning soldiers, just standing around and scuffling their feet while all the characters run through their scripted lines and studiously ignore them. In Graves' first arc, it's particularly amusing since A: They're ARACHNOS soldiers, despite the whole affair ostensibly being a secret from Arachnos and B: They all spontaneously drop dead when a console self-destructs.

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