davidx4 Posted October 9, 2010 Share Posted October 9, 2010 (edited) SUBJECT: GREETING + AI packages in regards to enemies beginning fights with dialog I want to have an enemy talk to the protagonist BEFORE the enemy engages the protagonist in combat. I have an NPC who's set to 15 aggressive and 75 responsibility using a find package. The find package contains: skip fallout, always run, time duration 42, target specific reference ('player' 'PlayerRef') w/ distance 256. For dialog, I've established a GREETING message. I tested the message and it shows up correctly when I'm the one doing the talking. The issue is teaching the npc to talk to me instead of vice-versa and teaching the npc to do it before attacking me. I made sure to specify "getID" with the npc's name in the npc's conditionals to ensure the dialog is unique to him. Anyone know what combination and order of packages I need to use or what I may be doing wrong in the dialog? Edit: Nevermind, I figured it out. I studied Oblivion's bandit behavior. The trick is to initially make them nice with 0 aggression, then in the "goodbye" portion of the dialog, set the compiled script for:setav aggression 50startcombat player Edited October 9, 2010 by davidx4 Link to comment Share on other sites More sharing options...
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