oc3 Posted June 22, 2014 Author Share Posted June 22, 2014 Thanks kastano!! I will try it out as soon as I can. Link to comment Share on other sites More sharing options...
oc3 Posted June 22, 2014 Author Share Posted June 22, 2014 OK, I tried out your esp, kastano. It seemed to work fine although it did crash the first time. It may not have been related though. The vampires flee as soon as they come with a few meters of the casket. They then regain their confidence and come back only to flee again. With a few adjustments, I think it will be great. I would like them to stay just outside the off limits area and continue attacking IF they have a ranged weapon or spell. Otherwise, they should flee, just like they do. If you have the time, would you mind, trying. I would be very thankful and of course add you to the credits. If you can't, I understand. You have done more than enough already. Thanks Link to comment Share on other sites More sharing options...
kastano Posted June 22, 2014 Share Posted June 22, 2014 (edited) ok i already atouched the scripts modified to a questscript and change the package but doesnt seem to work well .i ll give it a try a little more EDITi reworked the first espi made some adjustmentsin this esp no aipackages are used - (i didnt delete it though)there are two x markers, the one is usedi use pushactoraway for the effect - you can change it with stopcombat and start combat (see the scripts)i tried to change npcs combatstyle (this need further development) Edited June 24, 2014 by kastano Link to comment Share on other sites More sharing options...
oc3 Posted June 24, 2014 Author Share Posted June 24, 2014 Thanks again for your time and work, I will check it out tonight. Link to comment Share on other sites More sharing options...
oc3 Posted June 24, 2014 Author Share Posted June 24, 2014 I just tried playing the new version in Barren cave. I definately works. I got a good laugh watching them fall down again and again. Truthfully, I like the first version better, though. While playing with the first version, I discovered that not all vampires are in the vampire faction. So to get my version to work correctly, I had to choose only vampires who were in the faction. Not a problem at all. Any ideas on how to make any vampires with ranged attacks, simply recoil and then stand their ground and fight? Link to comment Share on other sites More sharing options...
kastano Posted June 25, 2014 Share Posted June 25, 2014 (edited) The first version dont run well on my game ,perhaps is other mods i ve installed ,but i think the scripts dont run well plus the aipackages (i ll try a new approach when i find time)setting confidence to 0 dont make them flee!i guess if you put 69(actor) instead of 35 will work better- i think all vampires are in the vampire faction and creature faction (except 2-3 npcs)- at least that cs showsabout standing their groundnpc energy supposed to control how npc behaves in combatif set to 0 (they want run so much) sothe missile attackers will stand in a spot and shootand the melee will come straight to youif the missile attacker draw a melee weapon becomes a melee attacker though haha i think i ll make a garlic oil so every vampire faints from the smell when worn Edited June 25, 2014 by kastano Link to comment Share on other sites More sharing options...
Recommended Posts