IonDune Posted July 22, 2007 Share Posted July 22, 2007 I'm working on my house mod, and trying to make a pet dog owned by the player that sits in the house. I'm basing the pet off of the pet Jake that lives in Applewatch. I just changed his name, made him essential (a personal preference of mine) and removed his faction. I looked through the list of factions and found one named "Player Faction." If I add him to this, will that be enough to make sure that he does not attack the player, and will stay in the house? EDIT: I also just assigned him a "wander" package with the location of the cell of my house. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 22, 2007 Share Posted July 22, 2007 I'm working on my house mod, and trying to make a pet dog owned by the player that sits in the house. I'm basing the pet off of the pet Jake that lives in Applewatch. I just changed his name, made him essential (a personal preference of mine) and removed his faction. I looked through the list of factions and found one named "Player Faction." If I add him to this, will that be enough to make sure that he does not attack the player, and will stay in the house? EDIT: I also just assigned him a "wander" package with the location of the cell of my house.Should be enough, might also want to set the aggression to 5 if it isn't already. So long as he doesn't have a faction which has a low disposition to the player, he shouldn't attack the player unless attacked. You may however want to add some additional packaging to make the pet seem a bit better. Things like following the player if the player is within a certain range of the pet (no less than 128, no more than 1024) and the player is within the house cell. You could probably even script it where the dog falls asleep (literally) if you were interested. Link to comment Share on other sites More sharing options...
IonDune Posted July 22, 2007 Author Share Posted July 22, 2007 I'm working on my house mod, and trying to make a pet dog owned by the player that sits in the house. I'm basing the pet off of the pet Jake that lives in Applewatch. I just changed his name, made him essential (a personal preference of mine) and removed his faction. I looked through the list of factions and found one named "Player Faction." If I add him to this, will that be enough to make sure that he does not attack the player, and will stay in the house? EDIT: I also just assigned him a "wander" package with the location of the cell of my house.Should be enough, might also want to set the aggression to 5 if it isn't already. So long as he doesn't have a faction which has a low disposition to the player, he shouldn't attack the player unless attacked. You may however want to add some additional packaging to make the pet seem a bit better. Things like following the player if the player is within a certain range of the pet (no less than 128, no more than 1024) and the player is within the house cell. You could probably even script it where the dog falls asleep (literally) if you were interested. Ok, thanks. To add a package for following, what condition should I use? GetDistance seemed to be the best option, but it looks like its only for static references. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 22, 2007 Share Posted July 22, 2007 Ok, thanks. To add a package for following, what condition should I use? GetDistance seemed to be the best option, but it looks like its only for static references.Try using the playerref as the target for the condition since that is what the dog will be following, Pretty sure it shows up within any cell, if not, it'll probably show up in the interior at the top of the list. It doesn't matter which one since they all point toward the same thing. Link to comment Share on other sites More sharing options...
IonDune Posted July 22, 2007 Author Share Posted July 22, 2007 Ok, thanks. To add a package for following, what condition should I use? GetDistance seemed to be the best option, but it looks like its only for static references.Try using the playerref as the target for the condition since that is what the dog will be following, Pretty sure it shows up within any cell, if not, it'll probably show up in the interior at the top of the list. It doesn't matter which one since they all point toward the same thing. Hmm... I tried that but it didn't work. I tried "GetDistance PlayeRref <192 AND" with Run on Target both on and off, and both times he just sat there. What am I doing wrong? Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 22, 2007 Share Posted July 22, 2007 Hmm... I tried that but it didn't work. I tried "GetDistance PlayeRref <192 AND" with Run on Target both on and off, and both times he just sat there. What am I doing wrong?Well, 192 is roughly 9 feet away, so are you close enough? You might also need to shift how the packages are listed so that it first checks those packages with specific conditions, then when none are found goes with the generic one. So try moving it up on the list. Link to comment Share on other sites More sharing options...
IonDune Posted July 22, 2007 Author Share Posted July 22, 2007 Hmm... I tried that but it didn't work. I tried "GetDistance PlayeRref <192 AND" with Run on Target both on and off, and both times he just sat there. What am I doing wrong?Well, 192 is roughly 9 feet away, so are you close enough? You might also need to shift how the packages are listed so that it first checks those packages with specific conditions, then when none are found goes with the generic one. So try moving it up on the list. EDIT: I got the dog to follow me by disabling the location part of the package. However, the grass issue still exists. Also, in an unrelated matter, how do I remove grass from exterior cells. I added some new roads to a city, but there is grass growing out of it and I can't figure out how to get rid of it. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 23, 2007 Share Posted July 23, 2007 EDIT: I got the dog to follow me by disabling the location part of the package. However, the grass issue still exists. Also, in an unrelated matter, how do I remove grass from exterior cells. I added some new roads to a city, but there is grass growing out of it and I can't figure out how to get rid of it.Grass is controlled by what textures are on the ground, if the road texture isn't covering enough of that spot (try painting at 100%, you'll have grass sticking up. Additionally, you may also want to try painting dirt or stones under the road to lessen the chances of this happening, and doing so will make the edges a bit cleaner. As for the packaging, if the cell is owned by the player faction, you might be able to use Isinmyownedcell == 1 within the conditions instead. You kinda need a way to make it so that the pet only follows you when it is within that cell, otherwise it will keep popping up everywhere. You aren't checking "run in target" for the location are you? We want it to run while the dog is in the house, not when the player enters since it would be assumed that by the player being within that distance that he would be in the cell. As far as the pathgridding goes, you should probably setup some sort of basic pathgrid if you plan to have the dog wandering around when the player isn't close to it. Link to comment Share on other sites More sharing options...
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