RetroBabe Posted December 30, 2024 Share Posted December 30, 2024 A Question, i would need to make a NPC to be Prisoner in one of my Mods i create, she will be in a little Jail Cell. What needs to be done, so she wont get up and try to open the Jaildoor and stays in that Jail? TYSM Link to comment Share on other sites More sharing options...
Radioactivelad Posted December 30, 2024 Share Posted December 30, 2024 Give them an Ai package that tells them to sandbox near or travel to an object/marker in their cell. If you go the sandbox route, you'll need to lock the door because sandbox packages don't care about walls for the purpose of finding a new task. (You might also be able to set the door as owned by the playerfaction, which *might* also prevent the NPC from attempting to open it. I'm not 100% on that.) You'll also need to create a navmesh otherwise npcs will teleport to a default location on load under most circumstances. 1 Link to comment Share on other sites More sharing options...
madmongo Posted December 30, 2024 Share Posted December 30, 2024 NPCs tend to misbehave if you let them sandbox. If you aren't in the cell she will go right through the cell door and may end up wandering all around where she shouldn't be. Changing the door ownership won't help you. Locking the door won't help you. The game engine is a bit buggy when it comes to NPCs that are "off screen" in cells where the player isn't present. If you have two rooms in the same interior cell that aren't connected to each other (each has a separate door to the outside) and there's no navmesh linking the two separate rooms, the NPC can even jump between rooms just because they are in the same cell. Giving the NPC a travel package to a furniture marker of some sort works well. You can have them sit in a chair in the cell. You can put a sit on ledge marker on the bed and have them sit on the cell's bed. There are several different floor sit markers. There is even a captive marker where they'll kneel with their hands in front of them like they are tied up. Fallout 3 used this marker a lot for prisoners captured by super mutants. I don't know how familiar you are with AI packages and conditions. If you need help setting that up let us know. If you want an example to look at, Deputy Beagle ("PrimmDeputy" in the GECK) uses a captive marker when he is imprisoned by the escaped prisoners in the Bison Steve Hotel. PrimmDeputyCaptured is the AI package he runs while he is captive. Speaking to him to free him sets the conditions to make that package stop running. 1 Link to comment Share on other sites More sharing options...
sullyvanj93 Posted December 30, 2024 Share Posted December 30, 2024 (edited) You may also give them a "use item" furniture package to give them someplace to sit (floor, chair, wall to lean on). This will prevent them from moving around as well, but might not look as natural as the sandbox route. *EDIT* @madmongo gave a much more detailed answer to this that I didn't see until after the page refreshed post-posting. Edited December 30, 2024 by sullyvanj93 1 Link to comment Share on other sites More sharing options...
madmongo Posted December 30, 2024 Share Posted December 30, 2024 FYI - The use item package isn't all that reliable in my experience. Using a travel package is much more reliable. 1 Link to comment Share on other sites More sharing options...
MitchTheStitch Posted December 31, 2024 Share Posted December 31, 2024 (edited) Make them a merchant in the cell. Give them no real loot to spawn. Label the trade option in dialogue to be like you're searching her or hide it altogether. Put her on a time cycle with a bed and some idle time animation crap scattered around the cell anything from the prisoner kneeling position marker to a chair or bed even a counter with some paper there may be a pencil writing animation in the vanilla game somewhere that would fit a prisoner I forget all the ones I've seen over the years It's a placeholder idea don't hate on it too much lol Edit for simpler fix: lock the jail door with a terminal so you can re-engage the lock after interacting with her. Jail cell doors are generally locked right after all Edited December 31, 2024 by MitchTheStitch 1 Link to comment Share on other sites More sharing options...
laclongquan Posted December 31, 2024 Share Posted December 31, 2024 "Giving the NPC a travel package to a furniture marker of some sort works well. You can have them sit in a chair in the cell. You can put a sit on ledge marker on the bed and have them sit on the cell's bed. There are several different floor sit markers. " This. Use a package that use idle. Set that NPC near (five steps radius) that idle furniture. Ensure that idle furniture is in a big room so even if they wander away from it they are still inside that room. A small jail cell is dangerous, even if Red in germantown, F3 proved that it's doable. I suggest a cell the size that was used in nevada highway police station (near primm). When you place at npc uptop an idle, it's quite likely they will use that idle instead of moving a few steps toward the set up idle in their package. So you can use a second (free) idle right under that npc position as backup control method. 1 Link to comment Share on other sites More sharing options...
RetroBabe Posted yesterday at 12:16 AM Author Share Posted yesterday at 12:16 AM Thanks all of you great Another Question i got is, i want to create for my Cave System a new Faction like a Tribe, now i want to get invited by that Faction to Join them, how i could work this, create that? Does an Invitation to a Faction need Scripts? Tysm Link to comment Share on other sites More sharing options...
FNVmoder2024 Posted yesterday at 01:21 AM Share Posted yesterday at 01:21 AM (edited) 1 hour ago, RetroBabe said: Thanks all of you great Another Question i got is, i want to create for my Cave System a new Faction like a Tribe, now i want to get invited by that Faction to Join them, how i could work this, create that? Does an Invitation to a Faction need Scripts? Tysm Yes I think you will need a script I would probably just use set ally but I am not too familiar with factions and there best practice if you need more I think this goes into more detail Example KarenSchenzyREF.SetFactionRank ArefuFaction 1 Sets Karen to rank one in the ArefuFaction faction. Player.SetFactionRank ArefuFaction -1 This will remove the player from the ArefuFaction faction. https://geckwiki.com/index.php?title=Category:Faction_Functions https://geckwiki.com/index.php/Category:Factions According to https://forums.nexusmods.com/topic/267946-how-can-i-change-factions-with-the-geck/ You can add the player to other factions without removing it from playerfaction (which is something you don't want to do). player.addtofaction factionname Or if you just want to change the player's relationship to another faction you can use setally, setenenemy, etc Edited yesterday at 01:26 AM by FNVmoder2024 1 Link to comment Share on other sites More sharing options...
RetroBabe Posted yesterday at 01:12 PM Author Share Posted yesterday at 01:12 PM Thanks i will look that up and read me trough, aso what interests me is, could i set in the GECK any NPC like the female Ranger Ghost as my Wife or Relation? Thanks Link to comment Share on other sites More sharing options...
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