LadyEdith Posted July 9, 2020 Share Posted July 9, 2020 Hello I'm making a worldspace that needs to have all combat disabled somewhow. In the command prompt in game there is tcai but I do not know how to replicate that as a built in feature tied to the worldspace I'm building. I had originally had a script given to me that would disable the player's ability to use combat controls. However after I've navmeshed I'm realizing that the player now that he can have a follower accompany him from the worldspaces bethesda made the player would be able to command the following npc to attack an npc in the worldspace I built. So I need a way to either disable the option in the command menu when the player interacts with the follower while in the worldspace I made and re-enables it once they decide to leave Or a script that would completely disable all combat ai in the worldspace. Or a way to disable all npc's ability to even initiate battles. I noticed when I used to use tcai in the command prompt that the characters would prepare to fight but not be able to actually do so. Which is also not what I want. The goal is for the npc's to be unable to even a fight at all. Perhaps by disabling the player's ability to access the command menu during dialogue with the follower only when in the worldspace. Any ideas at all would be wonderful. Thank you very much.Billie Link to comment Share on other sites More sharing options...
SKKmods Posted July 9, 2020 Share Posted July 9, 2020 Have a read of the AI Data Page. What you probably want to set on all actors is the aggression value. ActorValue Property pAggression Auto Const Mandatory ActorValue Property pSKK_CSOriginalAggression Auto Const Mandatory Function NoCombat(ObjectReference ThisActorREF) ThisActorREF.SetValue(pSKK_CSOriginalAggression, ThisActorREF.GetValue(pAggression)) ;store the original ThisActorREF.SetValue(pAggression, 0.0) ;No more fighting (ThisActorREF as Actor).StopCombat() ;Incase they are already in a fight EndFunction Function RestoreCombat(ObjectReference ThisActorREF) ThisActorREF.SetValue(pAggression, ThisActorREF.GetValue(pSKK_CSOriginalAggression)) EndFunction Link to comment Share on other sites More sharing options...
LadyEdith Posted July 9, 2020 Author Share Posted July 9, 2020 characters that bethesda made can be recruited as followers and those followers ai packs may cause issues with bethesda quests if their aggression is set to non aggressive. If this mod edits the regular bethesda built parts too much folks might not want to use it and it could break their game. Link to comment Share on other sites More sharing options...
SKKmods Posted July 9, 2020 Share Posted July 9, 2020 Shurly that's exactly why you would use a script (like the one I handily provided in the spoiler) to set and restore the value dynamically ? Link to comment Share on other sites More sharing options...
LadyEdith Posted July 9, 2020 Author Share Posted July 9, 2020 Thank you I did not see the spoiler. I thought you meant just changing the npc's actor stats in the ai tab of their menu. this is extremely helpful. thank you. Link to comment Share on other sites More sharing options...
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