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jamied

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  1. The scenario is I'm in a room with five enemy NPCs and a locked door. The key will only spawn on the last NPC I kill so I have to kill everyone in the room to be able to leave. How do I script that in the quest script? I can make the door unlock automatically after all five are killed by using GetDead and Unlock but would prefer the player finds a key instead but it only spawns on the last NPC to be killed. I'm stumped on how to do this so grateful for any help. Edit: I never thought to add a script to each NPC with the begin ondeath command and a condition the other NPCs are dead. Just tested it and it works perfectly.
  2. Thanks for the mod tip I've had a look at that mod in the CS and learnt about actorRef.GetAV Aggression and SetConfidence which I've started to use with trigboxes.
  3. I've worked out how to make an attacking NPC stop attacking using SetFactionRank and StopCombat commands in a result script and now I'm trying to work out if it's possible to script an NPC or add a result script to a quest stage/topic so they change faction when their health reaches a certain threshold such as 10% remaining. When they have 10% remaining they will change faction which alongside the stop combat command will make a hostile attacking NPC suddenly become non-hostile, holster their weapon and can be engaged in conversation while they execute their AI packages. Is that possible? Thanks!
  4. If possible please could you explain how you achieved it in that video or point me in the right direction with the CS? I notice the rain problem in the Summitist Manor entrance and every time I see it I wonder how difficult it would be to code the game so rain doesn't fall through solid structures. I'm still learning the CS but I imagine the easiest solution would be to delete the droplets that fall over the space that should appear clear of rain but I have no idea if that is even possible. If I can work out how to do it I'll finally be able to stay dry in the manor alcove.
  5. Hi, Is it possible to configure a door so enemies will never use it even when in pursuit? I've been experimenting trying to create a cell that is impenetrable by enemies and is effectively a safehouse. I've discovered how sub-space can be used to 'hide' an interior from an NPC but this only seems to be related to them carrying out AI schedules and it doesn't stop an enemy in pursuit from entering the interior that's within a sub-space. Marking the cell as off limits and changing the door ownership settings doesn't work and I even tried putting the door on the ceiling and removing some of the path grid tiles near and under the door marker which stops the NPC from approaching the door area but they will still use it to follow me and from what I've read about sub-spaces it's not possible to prevent an enemy from using a door when they are in pursuit and in hostile mode. Is it possible to create a space within a cell or mark an entire cell as completely out of bounds so NPCs will never enter it even if they are in pursuit and they know I am in the cell that the door leads to? I've not tried creating a key yet but is linking a door with a key the only option? I've just finished my first mod which is a small house with a few side rooms and my second mod I'm working on NPCs and creating my own enemies using the base NPCs as templates. I've worked out how to script an NPC with basic follow and wait commands and am hoping to create a large dungeon with various safehouses where non-hostile NPCs are permanently based and it can be used for some R&R without fear of enemy NPCs entering. The idea is to add a number of bodyguards that can be hired to follow and dismissed back to their starting safehouse cell to continue their AI schedule. Thanks for any help.
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