Genzel Posted April 8, 2010 Share Posted April 8, 2010 Hello, I'm having a problem with a probably simple solution to which i cannot find: enemies I add to the game attack each other, despite them being part of the same faction. I have set 3 NPCs with aggressions of 100, and they are all set to the same faction, but when I find them in game, they are slaughtering each other. Unless I can fix this, I won't be able to make the rest of my dungeon/quest. Link to comment Share on other sites More sharing options...
kl055 Posted April 9, 2010 Share Posted April 9, 2010 try lowering their aggression? they will still attack the player if they are opposing factions but i see no reason to set their aggression to 100 :confused: Link to comment Share on other sites More sharing options...
Genzel Posted April 9, 2010 Author Share Posted April 9, 2010 What aggression will only have them attack me, but not their own team? Normal NPCs are at 30, right? Why do they attack their own faction though?I'll try like 60, and see what happens. Link to comment Share on other sites More sharing options...
kl055 Posted April 9, 2010 Share Posted April 9, 2010 http://cs.elderscrolls.com/constwiki/index.php/Aggression it depends on their disposition to you Link to comment Share on other sites More sharing options...
kl055 Posted April 9, 2010 Share Posted April 9, 2010 also, set the faction so that they get a large disposition bonus to others of the same faction so they don't attack each other (the problem you are facing atm is that they have an aggression that is much higher than their disposition to each other. so lower their aggression and increase their disposition to each other)and set it so that they get a negative disposition bonus to the player faction Link to comment Share on other sites More sharing options...
DagonTheranis Posted April 9, 2010 Share Posted April 9, 2010 Setting Agression at 100 means they will attack anyone, regardless of their disposition towards them. Lower their agression, but give the faction a disposition boost towards them and a disposition penalty towards the player. Link to comment Share on other sites More sharing options...
Genzel Posted April 9, 2010 Author Share Posted April 9, 2010 Alright, it all works now, but one more thing. I have some heavily armored knights, and I want them to move extremely slow (not much faster than someone overencumbered in fallout 3). Their speed is set to either 1 or 5, and their athletics below 10, and their encumbrance is at 300+ out of I think 450. They seem to move at about a normal running speed. Why aren't they practically stuck walking? Link to comment Share on other sites More sharing options...
kl055 Posted April 10, 2010 Share Posted April 10, 2010 Base Speed Variables: * fMoveCharWalkMin (Default: 90) * fMoveCharWalkMax (Default: 130) In its simplest form, your movement speed is your Speed attribute taken as a percent, on a scale of 90 - 130. So a Speed of 0 would produce a movement rate of 90, and a Speed of 100 would produce a movement rate of 130. Speeds above 100 will continue upwards linearly. Specifically, the formula is: http://www.uesp.net/wiki/Oblivion:Movement_Formulas if you want them to move slowly, you can make a scripted disease (so that it is a constant, passive effect), and add it to the npc's spell list it should be very simple, but i've never scripted beforeit should have this line, or a similar one: set fMoveCharWalkMin to 49 set fMoveCharWalkMax to 50 there are other solutions, including altering different variables for movement speed, but again i've never done scripting before. you can ask for more help on the forums Link to comment Share on other sites More sharing options...
kl055 Posted April 10, 2010 Share Posted April 10, 2010 I want them to move extremely slow (not much faster than someone overencumbered in fallout 3) fallout causes you to actually walk when over-encumbered. you can take a look at this script to see what they did to force walking and apply to npcshttp://www.tesnexus.com/downloads/file.php?id=10901or if you want running speed to decrease you can take a look at this modhttp://www.tesnexus.com/downloads/file.php?id=2769 Link to comment Share on other sites More sharing options...
Genzel Posted April 10, 2010 Author Share Posted April 10, 2010 Its not recognizing any variables, even the ones listed from the movement variables page. I tried what you posted and it won't let me save because it is unrecognized. This is what I've tried: ScriptName DSFESlowRun Begin GameMode set fMoveRunMult to 2End or ScriptName DSFESlowRun Begin GameMode set fMoveCharWalkMin to 49 set fMoveCharWalkMax to 50End Link to comment Share on other sites More sharing options...
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