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NPC Follower: Won't shut up about friendly hits


Kanraga

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I'm creating a quest that involves a custom race character following my PC around using the basic "Follow -> player" AI package. However, if I so much as accidentally touch him with a sword, he starts yelling "By the Gods, there's a psychopath on the loose!" or "Guards, Guards!" nonstop, even *after* I yield to him and he stops attacking. This is annoying, as he's a follower.

 

(I have no speakers on my computer, so I can't hear him, but whatever voice he's yelling in has got to be just as annoying as seeing the subtitles over and over again.)

 

How would I have him ignore friendly hits completely? Do I have to put a script on him? I've tried using SetIgnoreFriendlyHits in my quest script, but I'm not quite sure how it works (if it's not called on a reference, but only has an integer parameter, does that mean it's global?). And I know a better solution would be to find out why he won't stop alerting people that I'm attacking him, but making him not realize that I'm attacking him at all...would work too.

 

If you have any information about how to script SetIgnoreFriendlyHits, how to break the NPC's "I'm being attacked!" loop, or whatever you think might be helpful, I'd be grateful for it.

 

Also, I'm not using any of the companion mods - CM Partners, Talking Toaster's - because they're not very suitable for this particular character. Personal preferences...

 

Thank you very much.

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  • 2 years later...

Did you put the number after the command?

 

"setignorefriendlyhits 1" makes your companion ignore hits from you, and

 

"setignorefriendlyhits 0" makes him holler for the guards! :)

 

or you can use the abbreviation "sifh" 1 or 0. That works just as well.

 

"setignorefriendlyhits" doesn't do anything without a number.

 

(If you already know all that, my humble apologies.)

 

Pro-Love Girl

(Dianne Finnigan)

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How would I have him ignore friendly hits completely? Do I have to put a script on him? I've tried using SetIgnoreFriendlyHits in my quest script, but I'm not quite sure how it works (if it's not called on a reference, but only has an integer parameter, does that mean it's global?). And I know a better solution would be to find out why he won't stop alerting people that I'm attacking him, but making him not realize that I'm attacking him at all...would work too.

 

Calling it without a reference doesn't make it a global.

 

Try increasing your follower's disposition as well as using SetIgnoreFriendlyHits.

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