The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Dawnguard Sentries
Näytetään 21–28 / 28
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Päivitys: 1.6.2014 klo 8.09

Sentinels in the folowign cities now have established patrol routes: Falkreath, Markarth, Solitude, Whiterun, Windhelm, and Riften.

Morthal, Dawnstar and Winterhold are still running on sandbox AI patterns.

Seentries now all also carry torches and will use them at night, making them a bit more immersive as security.

Special note on Riften: I made a fair effort to keep the Sentries' patrol patterns from interfering with the Thieves Guild opening quest. Since Vampires do occasional spawn near the central market there, I did have to make the patrol route skirt the edges of that area. Still it should only up the difficulty of stealing the ring and planting it just a little if at all. It may even help since the Sentries were allowed to wander around that area at random before.

Päivitys: 31.5.2014 klo 4.43

OK, FINALLY!!!

I figured out what was going wrong and now have the two gate Sentries in Whiterun walking a pre-plotted patrol route. The main culprit was NavMesh issues.

ANYWAY... Patrol mapping problem fixed. Now I know what I'm doing and what to look for (I researched every other mistake possible before finding out what was wrong, lol). This means I can FINALLY get back to mapping patrol routes for the rest of the Sentries and adding additional forces to a few of the smaller villages.

Päivitys: 31.5.2014 klo 2.28

OK, this one is a test update to see if my patrol packages are working since my mod changes aren't updating in my own game for some reason.

If this works, it'll be left up and expanded upon. If not, I'll re-upload the last version to clear out the bugs.

Päivitys: 29.5.2014 klo 5.51

A few minor fixes this time. One Sentry was wearing the wrong armor. Adjusted the height on a couple of Sentires that ended up too tall or too short also. Changed the voice of Hellina the White in in Whiterun to Female Nord since teh female soldier voice wasn't working for her.

Civl War Sieges issue is definitely overcome now also; I found the script Skyrim uses to disable actors and items during CW Seiges and applied it to ALL Sentries. Thsi way if one of you uses a mod that alters teh civil war and has sieges take place in extra cities, the Sentries won't fight as defenders there either.

Tried to develop a Sandbox AI package that would have the Sentries roam around their immediate area, but only had limited luck there. Sentries will move about a bit, but their range is shorter in my test runs than I set it for.

I also bumped the player level multiplier up from 1.25 to 1.3x player level. This was to toughen the Sentries up so they'd be more useful at higher difficulty settings.

Full blown individually assigned patrol routes and Sentries in other villages coming next

Päivitys: 27.5.2014 klo 8.30

Yet more customizing of the existing Sentries this time.

Helmets have been gotten rid of, and all five variations of Bawnguard armors are used (2 heavy & 3 light). 1 handed weapon sentries have light armor variations and shields. 2 handed weapon users have both variations of Dawnguard heavy armor.

Everybody's head being visible should make it easier to tell who is which race in-game. Needless to say I also worked to give everybody a unique face / head design.

To balance out the slight loss of armor rating due to the missing helmets, I've also given each Sentry a few perks. Usually 1 level of armor, 1 level of wepon skill, and one level of overdraw for the crossbows. Some have different mixes though, so don't assume one Sentry is the same as the other. ;-)

Päivitys: 26.5.2014 klo 5.52

Quite a few changes here. Every Sentry now has a unique name like a real character. Races were expanded, some were changed to female, and voices were adjusted to fit race and gender. This should make the mod feel just a hair more immersive. They are all still dressed head to foot in heavy Dawnguard armor though, so you may only be able to identify a Sentry's race by their name, voice or tail (in the case of Argonian and Khajitt sentries).

Gameplay mechanics: Sentries are now tagged Unique and as Essential. THis means they're only going to take a knee if "killed". In my playtesting, they stayed down about 10 seconds if "killed" by combat damage. Just about indefinitely if you use the Kill or Killall console commands though, so don't cheat. :P

Sentry levels were also reduced to 1.25x the player level. Originally their level was 3 times that of the player. Great for squishing NPC vampire raiders, but not so fun if they come after you.

Because they get back up after about 10 seconds, it should balance out the lower levels when fighting Harkon's raiders, but still allow a PC trying to escape them after a crime or whatever enough time to run and get away. My next planned tweak is to increase the time they stay down to about 20 or 30 seconds though.

Päivitys: 22.5.2014 klo 16.26

Sentry stats were modified in the CK to allow them to level indefinitely so that they're always the same level as the character. Previous level cap was 25. This will allow them to stand against higher level vampires.

Also changed the voice for the 1 handed weapon using Dawnguard sentries, so they sound different than the 2 handed weapon using sentries. A little variety will only help immersion, right? :)

Päivitys: 20.5.2014 klo 2.33