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Found a fix for follower-to-follower friendly fire incidents...


psychoslaphead

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Well it stops my dismissed followers from fighting each other.

 

For example, in MHIYH mod I use it for the followers I dismiss as a follower and the followers go to a house I designate them and they run different sandbox packages.

 

When I didn't use ignore friendly hits they use to fight with other when one hit another once to often.

eg: Out front of where they live bandits come by, they all jump in and attack, one of them hits the other housemate by accident more then a few times....

All hell breaks loose and it becomes a team war, usually ending up with one or more dead.

 

Flagged as ignore friendly hits, it just doesn't seem to happen anymore.

 

Maybe a placebo effect, but I haven't seen them fight each other since using it.

 

Note: You still need to ally your npcs faction friends, this I think is how they distinguish Friendly Hit (that's an assumption).

 

I saw no such reference as it doesn't work on npc <-> npc

 

 

Flags this reference as ignoring (or not ignoring) friendly hits. In other words, it won't turn hostile after several hits from a friendly opponent.
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That's where I got the game settings I mentioned in an earlier post here in your thread :smile:

 

I find a lot of the AI Behavior documentation contradictory in general.

 

When you look at Faction Relations there are some statements in the descriptions that make it sound like as long as factions are ally they will never hit combat each other.

 

But plain and simple it's just not the case as you already know.

 

Not easy getting AI predictable or I should say, predictable the way you want it... lol

 

TBH, I think what you discovered with the spell is a better way, well a more natural lore friendly way.

As long as it's predictable and work all the time.

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Edit: OK, it's worked for me over several days, exactly the same spots where it was guaranteed to be a cat fight, but I get a video review on youtube, and the sisters aggro each other right there in the video...I think I've tracked the issue down to a game glitch involving Fireballs. For some reason, these things will cause any npc to ignore any FF rules. I confirmed this with also watching Flame Atronachs - they will cause their conjurer to aggro when they throw fireballs and get direct hits on the conjurer. I don't know of any way around this - I've tried to attach scripts that manually call the IFF rule as an override when conjuring, and it's ignored. So my solution was to remove Fireballs as a weapon for my NPCs, and it seems good so far. I've watched my Mage absolutely ROAST the Tank with Flames, and no response. Same result with Lightning Bolt. I've got my fingers crossed, and have updated my mods accordingly. @sLoPpYdOtBiGhOlE - thanks for the feedback on the script...

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  • 3 years later...

I personally gave mine (also a Fireball bro) the DLC "doesn't actually hit friends" perk from the Black Books. I -think- that works. Then (since my buddies aggro him anyway) I gave him a script that, on bleedout, tells him to stop all combat. This way he gets knocked on his butt, then picks up and everything's calm again.

 

It doesn't affect "real" combat because if he's knocked into BleedOut, and stands up and I'm fighting, he'll jump right back in.

Edited by Feralkyn
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