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Can't get an NPC to flee when assaulted; no guard response, either


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Believe it or not, I am still working on my child races mod, Children: Tamriel's Future....I'm just running into more technical problems than I anticipated. Not to mention the pressure to add support for Orc and beast children is somewhat off-putting....editing the human head mesh was hard enough, and let's not even get started on the sheer number of NPCs I'm going to have to generate.

 

Anyway, to the point. I gave my prototype child NPC zero confidence, full responsibility and a magical ability that rendered him immune to all damage, per the apparent moral standards set by Skyrim. When I tried attacking him to test the ability, he just stood there and took it. And not a single guard came to his aid.

 

Figuring his immunities must have made him unable to detect an attack, I tried taking out the immunities and just making it so his health would regenerate too fast for him to be in any real danger. No change.

 

Finally, I tried removing the ability entirely and just giving him really high health, mostly to test a hypothesis. No change.

 

Am I forgetting an AI package or something?

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What's his "alarm" stat set to? In the CS, it's in the block of stats with responsibility and aggression. My recollection is "alarm" is counted differently from the other three stats in that block. My recollection is also that "alarm" is tied to damage sustained. So if the "alarm" stat is high (low?) you'll have to hurt him badly, before he seeks aid.

 

Double check that "confidence" isn't reverse-scored. Could be that "zero" confidence really means fight until health is 0% of starting health.

 

Can the NPC physically reach a guard, or another NPC who can get to a guard? You may have an undiagnosed pathfinding problem.

 

Alternatively, is the nearest NPC who walks like a guard and quacks like a guard, actually a guard? I think you need to use a dedicated "guard" class, have a separate "guard" flag checked, and a couple specific "guard" A.I. packages on the NPC before another NPC will report a crime to them.

 

Are the guards waiting to goon you a short distance away from the scene of the crime?

 

Is the NPC marked as "evil"? If so, the guards will never help him.

 

Hope it's one of these!

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Set your child NPC's Aggression to at least 5. If an NPC's aggression is set to 0, they will refuse combat even if attacked or a fellow faction member is attacked. What an NPC does in combat is determined by their Confidence; if it's set to 0, they will always flee. Also, make sure your child NPC belongs to a non-evil faction.

 

What's his "alarm" stat set to? In the CS, it's in the block of stats with responsibility and aggression. My recollection is "alarm" is counted differently from the other three stats in that block. My recollection is also that "alarm" is tied to damage sustained. So if the "alarm" stat is high (low?) you'll have to hurt him badly, before he seeks aid.

There is no "alarm" stat for Oblivion NPCs.

 

Double check that "confidence" isn't reverse-scored. Could be that "zero" confidence really means fight until health is 0% of starting health.

The Confidence setting determines how willing a particular NPC is to fght; 100 means they will alway fight & never flee, while 0 means they will never fight & always flee.

 

Can the NPC physically reach a guard, or another NPC who can get to a guard? You may have an undiagnosed pathfinding problem.

NPCs don't need to be able to "reach" a guard to report an assault. Guards don't even need to be in the same cell as an assaulted NPC to come running to his/her aid.

 

Is the NPC marked as "evil"? If so, the guards will never help him.

You cannot "mark" NPCs as evil. Whether they are good or evil is determined by their faction affiliation; if they're part of an evil faction, they're evil and will not receive help from guards. If they're not part of an evil faction, guards will come running if they're assaulted/killed.

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Set your child NPC's Aggression to at least 5. If an NPC's aggression is set to 0, they will refuse combat even if attacked or a fellow faction member is attacked. What an NPC does in combat is determined by their Confidence; if it's set to 0, they will always flee. Also, make sure your child NPC belongs to a non-evil faction.

 

Aaaah, that's what I did wrong. His aggression was set to 0. :tongue: Thanks!

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Vyper is one helpful summabich. So you're still working on the child NPC mod, Glitch? I'm looking forward to it. Does it use shademe's blockhead to assign unique meshes to the NPC? Also, I don't know if you're concerned with designing tons of outfits for them but I'd leave that sort of thing to the rest of the modding community to do.

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Yes, I'm using Blockhead to give the kids their own bodies: Room207's Femboy body replacer for the boys, Exnem and RAIAR's HGEC body replacer (A-cup size) for the girls, both with tasteful undergarments permanently grafted on, as well as altered textures to remove genital (and, in the girls' case, nipple) detail.

 

I have appropriated the "scrawny" wardrobe from Robert's male outfit replacer for the boys' clothes, while the girls use ultimote's HGEC A-cup clothes (and additional items from EVE, where needed). If obtained, these items can also be worn by the player; the plan, however, is that the items won't be obtainable until I release the adoption add-on, which will feature a kids' clothing shop.

 

By the way, you wouldn't happen to know a decent animator, would you? The sitting/sleeping animations still need tweaking to prevent the kids' 0.7-scale skeleton from clipping with chairs and beds.

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What about the guy who made Estrus? "Cotyounoyume". This user has been active recently and demonstrates knowledge of character animation. Otherwise browse through the various animation mods and see who else has been active that could help. Also, have you tried posting about what you're up to and asking for help? If you build it, they will come.

 

Keep at it and I'll have my peaceful village with kids running around.

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