Jump to content

Attack Dogs Mod


uberubernerd

Recommended Posts

i am having trouble getting the dogs to attack any enemy near me can some one tell me what im missing in the AI or other?

Assuming the dogs are in a faction that likes the Player, try increasing their aggression to around 18. That should be enough to get them to attack anything that is attacking you.

Link to comment
Share on other sites

they have no faction what faction do i need to get them to like only me?

Put them in the PlayerFaction or create a new one with a +100 disposition to the PlayerFaction add put them in that.

 

what would happen if i put it on 75 for aggression?

They would attack everything that got anywhere near you, which would cause a bit of difficulty in towns. 18 aggression is high enough to get them to attack anything that attacks you. Set the dogs' responsibility to 0 and they will even (try to) protect you from guards.

Link to comment
Share on other sites

k thanks for the help fixing my dog mods and then ill send them to TESNEXUS woohooo

 

EDIT: ok there must be problems with the AI i did exactly what you said with aggression and responsibility, put the player factions in with the dogs factions, set its energy to 100 and its confidence to 80.

 

heres what i set in packages

 

Find keys for 2hrs

find activators for 2hrs

Follow for maximum hrs

Escort for Maximum hrs

eat for 4hrs

sleep for 4hrs

and also ambush witch i think i dont need

 

so what did i do wrong

Edited by uberubernerd
Link to comment
Share on other sites

It seems to me that you would be better off making your dogs CM companions... Then you should take the beast script from the CM companions mod and modify it so that you can also command the dogs to look for keys.

 

Anyway, I think you should describe exactly what you want the dogs to do, and the problem you're having (because you only said there's a problem and didn't actually say what the problem is).

 

Also, you need to describe in detail how you set up the AI packages. If what you posted was all you did for the AI packages, then the problem would be that the dogs continue to search for keys nonstop. This would be because you have that listed as the first package, so that package takes priority. Oblivion handles packages by selecting the first one on the list that meets the current conditions. Since you don't have any conditions (specific time of day, or weather, or quest variable, etc.) then the dog will always choose to search for keys.

Edited by fg109
Link to comment
Share on other sites

first: idk how to make a cm companion

second: i cant get the dogs to attack that is my problem and maybe it might have to do with the packaging

third: i just want it to eat for 4hrs everday and sleep for the same amount everyday the rest like find keys and activators is just a 2hr package

Fourth: I have escort and follow packages with the time set to 9999999 and their target is me. they are on my faction and i did set ownership

 

this whole making a simple companion is becoming too confusing :unsure:

Link to comment
Share on other sites

Companions are really easy... although maybe the reason I think so is because re-writing the CM companions mod is my first modding experience.

 

Maybe you should start with simple steps and then start building up on it. Start with the very basics:

 

1. Create a dog

 

Go to Actors -> Creature -> Dog and find CreatureDog. Right-click and choose to edit it. Give it a new ID, select OK, and choose to create a new form.

 

2. Customize the dog

 

Choose to edit your new dog, and remove all factions and AI packages. Add "PlayerFaction" to your dog. Click the AI button and change Aggression to 18.

 

3. Make the dog your companion

 

Go to Character -> Packages and choose to create a new package. Change the Package Type to follow, and check the boxes next to "Skip Fallout Behavior", "Allow Swimming", "Allow Falls", and "Defensive Combat". Add this new package to your dog.

 

Those are the very basics. If you test it and it works correctly (the dog follows you around and helps you attack your enemies), then you can start refining them.

Link to comment
Share on other sites

OK I will give it another shot until it works but what about the confidence and energy? Do I leave them as they are or set them to something higher?

Confidence is a measure of how likely the actor is to attack or flee in combat. It is a threshold for a hidden complicated, deterministic calculation. A setting of 100 guarantees the actor will never flee, while 0 means it will always flee.

 

Energy Level is a measure for the agility of an actor. It determines the frequency and speed of moves to new locations when executing Wander packages, and may or may not modify the distance it will allow to accumulate between itself and the actor it is following.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...