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Posted

From what I've seen, NPCs that are set to be Very Aggressive in their AI data will attack NPCs that they're neutral with. Aggro radius also presents a problem. It's infeasible to have a faction that's friends/allies with every other faction in the game, so that leaves me no obvious solutions.

Is it possible to make an NPC that no others will attack unprovoked? Or an NPC that can never provoke others, for that matter?

Posted (edited)

You could check out the CaptiveFaction [0003E0C8] and expand a copy of it with the additional factions you need.

Notice it's set to be friends with everybody, not neutral. Because as you mentioned, neutral is not enough. Of course this means NPC that are set to help friends would help them in combat, but if everybody is friends with them, nobody will be in combat with them, so no problem.

Edited by NeinGaming
Posted

Captive faction will not supersede Aggression=VeryAggressive or AggroRadius AI package which attack neutrals.

If you do not control or hack the ActorBase form you will need to:

(a) thisActor.SetValue(pAggression, 0 or 1)

(b) Put them in a high priority quest alias with an AI package that does not have Aggro Radius checked. 

(c) Remove from ALL base game factions and thisActor.AddToFaction(pCaptiveFaction) "friends with everyone" and hope if the opponent is from a mod that the author has respected CaptiveFaction with their own factions (most dont seem to know or think about it).

This is the basis of my "Protect Innocents" setting for many random spawning solutions.

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