senterpat Posted November 8, 2014 Share Posted November 8, 2014 Hey, more stuff needed, so I have new creatures, that are set up to be friendly to the player, then a script starts combat so they flee (cowardly ai data) if the player gets to close. It's set up like this so that the creatures don't show up on the compass as enemies, as they are just ambient critters, Once out of range they resetai and turn green again. The only problem with this method, is that as soon as they start combat, if the player has any followers they go all bonkers and start shooting away. So I'm wondering if there's a way to make the critter flee and not have combat start. I think maybe an AI package? I don't have any experience with them tho so I'm not too sure about that.. Anyways, appreciate any insight, or alternate methods if you can think of any that would work. Link to comment Share on other sites More sharing options...
thebestdamncourier Posted November 8, 2014 Share Posted November 8, 2014 AI package is the best route. They are rather tricky though, so you'd be better to get a tad bit of practice beforehand. http://geck.bethsoft.com/index.php?title=Category:Packages this will help Link to comment Share on other sites More sharing options...
thebestdamncourier Posted November 8, 2014 Share Posted November 8, 2014 QQ: What are the creature like? Nothing to do with AI, just being curious. Link to comment Share on other sites More sharing options...
senterpat Posted November 8, 2014 Author Share Posted November 8, 2014 Squirrels, deer, iguanas, raccoons, etc Link to comment Share on other sites More sharing options...
thebestdamncourier Posted November 9, 2014 Share Posted November 9, 2014 Sounds cool. Link to comment Share on other sites More sharing options...
senterpat Posted November 10, 2014 Author Share Posted November 10, 2014 Well finally got it to work, could not, for the life of me, to get a Flee Not Combat package to make the creature flee without setting a specific destination, tested around a lot, and could not get it working, I ended up making a Wander package with all the options off set it to always run, and it's sort of working, sometimes they run towards the player though. Link to comment Share on other sites More sharing options...
AxlDave Posted November 10, 2014 Share Posted November 10, 2014 Just a thought, but you could try making the critters be in the same faction as NPC companions. Then you could have them fleeing in combat mode and hopefully the critter/companion allegiance should stop companions from opening fire. Wouldn't affect other NPCs and I'm not sure what the companions would do if the Player initiated "combat" on their furry friends, causing them to flee. Gotta be worth a try though, right? Link to comment Share on other sites More sharing options...
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