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[LE] Avoiding npc from being used on quest events


nakano15

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I've had a issue earlier, where after I've beaten a dragon, my custom companion stopped following me to gaze at the dragon remains for a few in-game hours.

 

My question is, how do I make my companion no longer ends up being one of the targets of such events?

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You can't simply tell the follower to keep following? Did you write the scripts/quests which cause the follower to actually follow? If so, maybe you can post what you've got here. Maybe there's something we can discern.

 

I simply use Amazing Follower Tweaks. I was going to write my own stuff, but saw no need, especially since the process is so much more involved than it was in earlier games. AFT already does what I need near-perfectly, so... Voila.

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My companion follower is totally custom built, so he doesn't use Skyrim's follower scripts to function.

 

From what I see of the issue, the events are overriding whatever AI Package I have given to the companion, so if for example the companion is affected by the event of staring at the dragon bones, the follower will not run its AI to follow me until that's done.

 

That's a really annoying issue btw.

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Sounds more like an AI 404 issue to me with someones package but aside. Assuming there is no stack issue etc, look into quest priority. That plays a role in which package overrides what. I've personally just not ever had to really worry about this and it seems like a conflict or bug

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The level of penetration / manipulation that a modder/coder has over Skyrim's - FO4's actors 'hard coded' combat behavior is very limited to NONE.


You can control the actors general combat behavior as I have done with 1 of my droid followers, but this requires a 1000+ script to achieve it, you will need to cover every possible scenario the actor may get involved in.


A quick workaround to your follower's issue is to create a 'teleport to player' spell, and in that script also force the actor to stop combat and stop combat alert.

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Sounds more like an AI 404 issue to me with someones package but aside. Assuming there is no stack issue etc, look into quest priority. That plays a role in which package overrides what. I've personally just not ever had to really worry about this and it seems like a conflict or bug

 

I believe packages assigned directly to the npc are being overriden, then?

 

The level of penetration / manipulation that a modder/coder has over Skyrim's - FO4's actors 'hard coded' combat behavior is very limited to NONE.
You can control the actors general combat behavior as I have done with 1 of my droid followers, but this requires a 1000+ script to achieve it, you will need to cover every possible scenario the actor may get involved in.
A quick workaround to your follower's issue is to create a 'teleport to player' spell, and in that script also force the actor to stop combat and stop combat alert.

 

Are we talking about the same thing?

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Yes and no, I was replying to 2 different posts, 1 here and 1 in Discord about the same thing and I confused the posts.


But the bottom line is the same:

The manipulation of the 'hard coded' AI functions of an actor are limited to the packaged flags and nothing more, in your case not allowing the flag = World Interactions

to run will do the trick, since if I'm not wrong, the actor's 'Observe Dead' function is set as a 'World Interaction'


* The 'teleport to player' spell also works here.

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