ibldedibble Posted July 20, 2021 Share Posted July 20, 2021 Hi there! I've recently gotten back into FO4 and the modding scene and I decided to add an NPC that uses the same kind of mechanic as the injured Gunner in HalluciGen to convey some info before it dies. It's using NPCWoundedSit and I've managed to get the NPC to sit there and lowered it's HP to 5 (as far as I can tell, using the same settings and an identical AI package as the Gunner above)... but if I attack it, my NPC stands up and gets into combat mode instead of taking damage on the first hit (whereas the Gunner dies immediately if you attack it). Any ideas on what I'm doing wrong? Do I need to tie the NPC to a quest that kills it if it's attacked? It's been far too long since I did anything in the CK to remember how this stuff works. (Granted, the NPC is meant to deliver a short speech to the PC and then die from their injuries afterwards, but if a PC wants to kill them first they shouldn't just stand up. :P ) Many thanks,Dibble Link to comment Share on other sites More sharing options...
LarannKiar Posted July 20, 2021 Share Posted July 20, 2021 Open their AI Package and click on the "Flags" tab, then check the "Ignore Combat" box. Link to comment Share on other sites More sharing options...
ibldedibble Posted July 20, 2021 Author Share Posted July 20, 2021 Open their AI Package and click on the "Flags" tab, then check the "Ignore Combat" box.Already done. Doesn't help sadly. If you attack it, it still gets into combat mode instead of dying like it should. :( Link to comment Share on other sites More sharing options...
LarannKiar Posted July 20, 2021 Share Posted July 20, 2021 Open their AI Package and click on the "Flags" tab, then check the "Ignore Combat" box.Already done. Doesn't help sadly. If you attack it, it still gets into combat mode instead of dying like it should. :sad: This is always working for me: Ignore Combat: trueNo Combat Alert: trueInterrupt Overwrite: <NONE> Not necessary, but you can also check the:Observe combat behaviorAggro Radius Behavior If it still doesn't work, duplicate an existing (vanilla) ignore combat package and use this in your mod. Just don't change the combat related flags. This may be a good one: DefaultStayAtSelfSceneIgnoreCombat [FormID: 001879EC] Link to comment Share on other sites More sharing options...
ibldedibble Posted July 24, 2021 Author Share Posted July 24, 2021 Open their AI Package and click on the "Flags" tab, then check the "Ignore Combat" box.Already done. Doesn't help sadly. If you attack it, it still gets into combat mode instead of dying like it should. :sad: This is always working for me: Ignore Combat: trueNo Combat Alert: trueInterrupt Overwrite: <NONE> Not necessary, but you can also check the:Observe combat behaviorAggro Radius Behavior If it still doesn't work, duplicate an existing (vanilla) ignore combat package and use this in your mod. Just don't change the combat related flags. This may be a good one: DefaultStayAtSelfSceneIgnoreCombat [FormID: 001879EC] Thanks for the suggestion! I'll try the package you recommended there next time. Decided to give up and just leave the NPC dead with a note this time instead. Wasn't a very important NPC anyway. :) Link to comment Share on other sites More sharing options...
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