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Noise maker issue


TheUnbeholden

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anyone noticed their noisemaker arrows aren't attracting or alerting guards.. or anyone for that matter.

 

Is there some sort of way to check and modify how much noise they make via the console?

 

I've checked on several maps just to make sure.

Edited by TheUnbeholden
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Hmm, they are working on my side.

 

However, if the NPC you are trying to lure guards which are on their idle patrol, if the arrow it 'quite far' away, they will just become alert and start looking around, not actually trying to get to the noise. If you fire closer to them, they will head towards it.

 

I would have expected them to head towards the source from further away.

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Hmm, they are working on my side.

 

However, if the NPC you are trying to lure guards which are on their idle patrol, if the arrow it 'quite far' away, they will just become alert and start looking around, not actually trying to get to the noise. If you fire closer to them, they will head towards it.

 

I would have expected them to head towards the source from further away.

 

They are not even alerting guards on my end !!!

Edited by TheUnbeholden
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I've come across (but not done anything useful like file a bug report, oh no) some problems with noise arrows not playing nicely. I think what is happening is that the sound propagation system can be set to stop sounds travelling (or at least alerting Guards and other AI) from one room to another - which is nice sometimes, but not when you deliberately want to noise around.

 

So basically, you can alert AI in the same room/area as your noise arrow, but if the room portalling isn't set up well and you want to try and coax AI out of one room/area to another, when you fire a noise arrow into the hall or the room next door or whatever the AI will be stubbornly oblivious to all your efforts.

 

In short, Noise Arrows and Room Portals don't play nice. At least, I think that is what is happening - my investigations were entirely half arsed.

Edited by jay pettitt
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