psychoslaphead Posted August 13, 2015 Share Posted August 13, 2015 Not an ideal solution, but it worked for my situation. Problem started with a pair of followers, one Staff Mage and a Tank type that the Mage would conjure up when times got rough. The Tank of course goes racing into a gaggle of baddies and starts busting heads, and the Mage is shooting fireballs like mad. After the fight is over, the Tank goes after the Mage for pounding her with fireball splash damage, every time. Didn't matter what I set for relationships (they were sisters) or any other settings, the cat fight would start at the end of the battle. Nothing you could do until the conjuration timer went off and the Tank sister was sent home. Out of desperation, I gave them both "heal other" spells to see what would happen. Turns out they heal each other, kiss and make up at the end of the battle. No FF incidents since, all is well, and it looks like I can finally release the mod. I don't understand exactly how or why this works, but it's working for me. Link to comment Share on other sites More sharing options...
ToppDog Posted August 13, 2015 Share Posted August 13, 2015 Hmm, this is very interesting. I have a somewhat similar situation that can occur in my mod, & I wonder if something like this would help. My mod has many guards & children NPCs sparring & practicing magic, & if you hit one of them by accident, or if one of your followers gets hit by an NPC by accident, all hell breaks loose. I've been able to greatly reduce accidents between followers & NPCs by adjusting navmesh of sparring/training areas to be ignored by sandboxing, etc. but the players can still get in the way by accident. Link to comment Share on other sites More sharing options...
lofgren Posted August 13, 2015 Share Posted August 13, 2015 This is actually a pretty cool solution that seems almost lore friendly. "Oh, did I singe you? Here, let me fix it.""Hmm. Well I was going to crush your tiny, fragile skull with this enormous hammer, but I guess no harm no foul." Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 13, 2015 Share Posted August 13, 2015 Couldn't you just set the IgnoreFriendlyHits flag when conjuring the tank?Well that's what I did on a custom conjure and the summoned never attacked the caster even if directly or splash hit. The heal other spell does seem more natural though if it works as intended. Funny as I given followers heal other spell and they will hardly every (if at all) use the spell to heal their teammates.Even when they have the required skill, class and magicka to use it. Link to comment Share on other sites More sharing options...
TheFirstEnD Posted August 14, 2015 Share Posted August 14, 2015 (edited) In package there are a flag friendly fire commentin AI data be sure there are in "help friend and ally"Put them in the same Faction, and in the faction make them ally or friend ( for exemple if your faction name is hammerfaction, make hammerfaction ally or friend with hammerfaction) Edited August 14, 2015 by TheFirstEnD Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 14, 2015 Share Posted August 14, 2015 In package there are a flag friendly fire commentin AI data be sure there are in "help friend and ally"Put them in the same Faction, and in the faction make them ally or friend ( for exemple if your faction name is hammerfaction, make hammerfaction ally or friend with hammerfaction)Op already did this going by what I read. TBH that won't stop them going nuts if hit to many times (well not in all cases).Some of it depends on the global game settings eg: iFriendHitCombatAllowed, iAllyHitNonCombatAllowed and there's probably more. Where as IgnoreFriendlyHits will override the game settings. Link to comment Share on other sites More sharing options...
Laereal Posted August 14, 2015 Share Posted August 14, 2015 How do you implement IgnoreFriendlyHits? Do you just select the npc ingame and type it into console? Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 14, 2015 Share Posted August 14, 2015 How do you implement IgnoreFriendlyHits? Do you just select the npc ingame and type it into console?myActor.IgnoreFriendlyHits() in papyrus.Basically call it from any script where you want.(Seems to work on an Actor without casting to objectreference from what I've used of it) http://www.creationkit.com/IgnoreFriendlyHits_-_ObjectReference Link to comment Share on other sites More sharing options...
Laereal Posted August 14, 2015 Share Posted August 14, 2015 I'm really sorry if I'm being obtuse, but how does one access Papyrus and implement this? I looked things up about Papyrus before but never actually figured out how to start. Link to comment Share on other sites More sharing options...
psychoslaphead Posted August 14, 2015 Author Share Posted August 14, 2015 Couldn't you just set the IgnoreFriendlyHits flag when conjuring the tank?Well that's what I did on a custom conjure and the summoned never attacked the caster even if directly or splash hit. The heal other spell does seem more natural though if it works as intended. Funny as I given followers heal other spell and they will hardly every (if at all) use the spell to heal their teammates.Even when they have the required skill, class and magicka to use it.But did you try it on NPC to NPC hits? I thought I read in the CK wiki that flag is for PC to NPC. That's why I didn't bother. The spell thing works great, been testing all day, same loop, attacking a large Stormcloak camp over and over. Not one incident. My problem with the heal spell is they maybe use it a bit too much (it's set as a shout), but that's probably a bonus feature to some. It didn't bother me much. Here is my mod on Nexus, you can try it for yourself. Yeah it's silly, but then I'm a silly person. Link to comment Share on other sites More sharing options...
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