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Setting up Factions help?


CarrotTop

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I am basicly trying to set up a faction so that it works similarly to the way that a town like Megaton or Bigtown works.

 

Generally, the player is ignored, but if the player attacks one person they all attack.

 

At the same time, I want the player to be able to talk to someone to reset the faction so they don't attack on sight anymore. (It's okay if the people you already assaulted attack you, but I don't want you to be a faction enemy anymore.)

 

I... think that's everything I wanted :)

 

I had hoped to be able to use the faction relationships, so for example, the relationship is 0 by default, drops to -10 when you attack, and is reset to 0 by talking to the faction leader, but as far as I can tell, faction relationships don't have an effect on whether they attack on sight, just how many times you can punch them before they attack... The faction documentation on the bethsoft website is... about half a page and three links to the same page :)

 

Thanks

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All you really need to do is tick the 'track crime' box on the faction. Then whenever you wrong one of them, they'll all react.

For the 2nd part, just have the person you talk to not be a part of that faction, so you can still talk to them if the faction is hostile.

 

setally factionname playerfaction is the command you are looking for. Put it in the result script box of your dialog topic.

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All you really need to do is tick the 'track crime' box on the faction. Then whenever you wrong one of them, they'll all react.

For the 2nd part, just have the person you talk to not be a part of that faction, so you can still talk to them if the faction is hostile.

 

setally factionname playerfaction is the command you are looking for. Put it in the result script box of your dialog topic.

 

 

I thought that would work as well :) But when I set myself as an ally, then attacked one of them, the rest of them ignored it. That whole track crime thing might fix that though. I'll look into it. Thanks! :)

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