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How to make the NPC Attack you if you choose the wrong dialogue


paulski

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Hey all,

 

I was just trying to figure out how to make an NPC start attacking you if you say something out of line, but I cannot figure out what I need to do.

 

Do I use something like "DanielAgincourtRef.SetAV Aggression 1" in the result (End) script, or is there something that needs to be added in the conditions?

 

I also wanted to have it so that if the NPC does get angry at you and you have to kill him, then the quest can stil progress, so I'd need to use something like "NPCREF.DIE = true then setstage 20" ?

 

I think I'm on the right track, I'm just not sure where and what to properly enter.

 

Thanks to all :)

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To make an npc attack the player, you may want to spy on lucas simms dialogue when you tell him you're going to rig the bomb.

In the result script, something like this runs (writing from the top of my head, don't copy paste from this to be sure):

lucassimmsref.ModDisposition -90

lucassimmsref.startcombat player

 

As for the other part, there are several ways around it, might want to spy on the megaton bomb quest scripts and those attached to lucas simms and mister burke (the quest "advances" when you kill burke i believe). It's probably some sort of ondeath block.

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Heya dude, thanks ever so much for the quick reply!

 

sorry if it seems trivial, but I couldn't for the life of me find the quests, are they called megaton, or are they something like MQ01 etc?

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Looking through, the Quest is: MS11 - The power of the Atom

 

When he gets angry the code is:

 

set MS11.SimmsTold to 2 ; not sure what this bit is for

LucasSimmsRef.Moddisposition player -90

StartCombat Player

 

Having a little trouble finding the information on Burke and a sorta "ondeath" type script you meant :S

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Search for the mr burke npc and see if he haves a script tied to him. If not, then there's a script, probably quest related, "listening" for his death.

 

the set MS11.SimmsTold to 2 thing is a code that: checks the script tied to the MS11 quest, look for the variable named simmstold, and set it to 2. Quests are good places to store "global" values for your mods.

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I found on the quest objective part some information, which I've interpreted into this:

 

In log entry:

 

OnRef(GetDead NONE == 1.00) (Reference is the character)

 

Result Script:

;you kill jenkins so progress

setObjectiveCompleted 10 1

setStage VBQuest 20

 

Sadly that did not work :(

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