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Help a scripting newbie out real quick?


sullyvanj93

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Hey guys! Very very quick scripting question for you all:

 

I have a companion mod that when hired adds a faction to the list of allies for the player (in this example, the Fiends). Now when he is hired, I have successfully added the following script to run:

 

SetAlly FiendsFactionNV PlayerFaction 1 1

 

Now my question is, when he is fired, should the script be:

 

SetAlly FiendsFactionNV PlayerFaction 0 0

 

OR

 

SetEnemy FiendsFactionNV PlayerFaction 1 1

??

 

Does the first option undo what the hiring script sets up properly? Or would it make the Fiends non hostile, because they are no longer "enemies"? And if I worked this in for additional factions, would it always be the same thing or would it depend on how they initially were meant to interact with the player?

 

Thanks in advance for your superior knowledge on the topic!

Edited by sullyvanj93
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Hey there!

 

Your command affects the whole "FiendsFactionNV". So not only your hire will be friendly, but also all other fiends in that faction.

 

It would be better to create an own faction for your mod and simply add your hire into that faction. Set that faction to be a friend of the player.

"SetAlly" is savegame baked so it's enough to use that command once, or even set up your own faction in a good relation to the player.

When you unhire the person, simply remove it from that faction again and it should fall back into old behaviour.

 

Hope this helped a bit. :)

 

Cheers

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Actually, that is my point, to make all fiends non-hostile. My follower is a Great Khan, and his companion perk is to calm the fiends, since Khans sell to the Fiends. So his script is working properly when he's hired, the fiends are behaving as intended. The trouble I'm having is when he is fired, I'm not sure how to properly remove that perk so things go back to normal.

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Its like JustChill said ... you set the faction which status what set Agro ... err what ever catfish you can catch on a bucket of chicken livers.

But I'm not sure if night light bobbers help ? Them Cats / fish bite what they want .

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Actually, that is my point, to make all fiends non-hostile. My follower is a Great Khan, and his companion perk is to calm the fiends, since Khans sell to the Fiends. So his script is working properly when he's hired, the fiends are behaving as intended. The trouble I'm having is when he is fired, I'm not sure how to properly remove that perk so things go back to normal.

Ah, thanks for the clarification. That's a pretty intense follower then. ^^

 

In that case

SetEnemy FiendsFactionNV PlayerFaction 1 1

should be what you need.

 

This will set the fiends to "neutral", but as they should have other traits (aggressive I guess), the neutral should be overwritten.

If you want to be on the sure side however, you can fairly use

SetEnemy FiendsFactionNV PlayerFaction

as that will turn them hostile again for good.

 

SetAlly befriends therefore

SetAlly FiendsFactionNV PlayerFaction 0 0

would not work.

As they would still stay friendly, towards the player. Just not a "friend" in the case that they come to the players aid in combat.

 

 

That's how the animal friend perk works by the way!

 

Setally AnimalFriendFaction PlayerFaction

--> This is rank 1 of the friendship perk.

 

SetAlly AnimalFriendFaction PlayerFaction 1 1

--> This is rank 2 of the friendship perk.

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Ah, so if I am understanding this right, if I want the Fiends to just be non-hostile and not attack the player, I would actually want to use

SetAlly FiendsFactionNV PlayerFaction

rather than

SetAlly FiendsFactionNV PlayerFaction 1 1

as how I currently have it set up, it would make the Fiends join the player and fight alongside them should combat with a third party arise?

 

Okay, I think I'm understanding how to disable it properly. Thank you so much for the information!

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