thomasd1979 Posted August 13, 2011 Share Posted August 13, 2011 So I'm trying to whip up a script that will find all actors that are currently on alert (Causing the [Caution] message) at the present time and then take an action on them or output them in a message box. The purpose of the mod is to solve the game bug where a save becomes almost unplayable due to some glitched mob trying to attack you from god knows where and causing you to constantly be set to [Caution] no matter where you are. This causes the wait command to be canceled after a few hours almost every time as well as putting your companions into aggressive mode thus turning a sneaking situation practically impossible. It's particularly annoying in my own current game as its set to hardcore and I can't sleep for more than an hour or two at a time due to this bug. I've tried SWDP, but that seems to no longer function. I can make the message and the general layout of the script myself, but so far, every method I've tried to find all alerted actors has been unsuccessful or just outright crashed the game upon use. Any help would be appreciated. Quick reference to the glitch from another user can be found here . I think he describes it pretty well in the 4th post. Link to comment Share on other sites More sharing options...
Sunnie Posted August 13, 2011 Share Posted August 13, 2011 The Radar Hud mod does this by flashing the blip thats alerted. You might check the scripts in that mod for insight. Link to comment Share on other sites More sharing options...
rickerhk Posted August 13, 2011 Share Posted August 13, 2011 If you are having the same problem as in the 4th post - hours slept cancels and shows -1, there was a problem with AWOP and specifically it's WMX and BOE weapons patches. But they have since been fixed. The glitch was caused by a bunch of enemies that did not have the 'no low level processing' flag checked. For whatever reason, when waiting/sleeping, some of these actors would show up at the player's location, causing sleep to glitch. Link to comment Share on other sites More sharing options...
thomasd1979 Posted August 15, 2011 Author Share Posted August 15, 2011 The Radar Hud mod does this by flashing the blip thats alerted. You might check the scripts in that mod for insight. It looks like he uses the same style IFF code that I used in my FO3 vison mode mod. Not helpful unfortunately since I'm not trying to find out if a nearby target is hostile, but where the target that is currently alerted to me is, or at least its ref so I can delete the bastard. If you are having the same problem as in the 4th post - hours slept cancels and shows -1, there was a problem with AWOP and specifically it's WMX and BOE weapons patches. But they have since been fixed. The glitch was caused by a bunch of enemies that did not have the 'no low level processing' flag checked. For whatever reason, when waiting/sleeping, some of these actors would show up at the player's location, causing sleep to glitch. I use WMX, but its an updated copy and I don't use AWOP or BOE at all. Still, none of this should be relevant as I've tried loading the game with no addons, not even DLC and have the same results. I know its not game wide, as I load a different character or a much earlier save game from the same character and the problem is gone. My best guess is I have one mob that is out there somewhere glitched and permanently aggroed on me. Link to comment Share on other sites More sharing options...
phoneyLogic Posted August 15, 2011 Share Posted August 15, 2011 (edited) Already tried GetIsAlerted? Don't know if this function is still working though. EditYes, is still working and on ref variables as well. Edited August 15, 2011 by tortured Tomato Link to comment Share on other sites More sharing options...
Sunnie Posted August 16, 2011 Share Posted August 16, 2011 The Radar Hud mod does this by flashing the blip thats alerted. You might check the scripts in that mod for insight. It looks like he uses the same style IFF code that I used in my FO3 vison mode mod. Not helpful unfortunately since I'm not trying to find out if a nearby target is hostile, but where the target that is currently alerted to me is, or at least its ref so I can delete the bastard. Actually, you can see where the npc is that is on alert as it's blip flashes red in the radar HUD, within its max range. I use it all the time to find NPCs that just keep going on alert constantly. Link to comment Share on other sites More sharing options...
thomasd1979 Posted August 16, 2011 Author Share Posted August 16, 2011 Already tried GetIsAlerted? Don't know if this function is still working though. EditYes, is still working and on ref variables as well. The only problem is that needs to be aimed at a ref, and if I knew the ref of the problem target, I wouldn't need it. I'm trying a few ways to cycle targets to find it, but I'm not sure how far away it is, it could be half the wasteland away from it and i cant easily scan through that many refs with any method I know of. The Radar Hud mod does this by flashing the blip thats alerted. You might check the scripts in that mod for insight. It looks like he uses the same style IFF code that I used in my FO3 vison mode mod. Not helpful unfortunately since I'm not trying to find out if a nearby target is hostile, but where the target that is currently alerted to me is, or at least its ref so I can delete the bastard. Actually, you can see where the npc is that is on alert as it's blip flashes red in the radar HUD, within its max range. I use it all the time to find NPCs that just keep going on alert constantly. See that would be nice if the npc in question was anywhere near me. This problem occurs in EVERY cell, even interior cells with no npcs at all in them. The target doesn't show up on the radar if they are out of range. Link to comment Share on other sites More sharing options...
rickerhk Posted August 16, 2011 Share Posted August 16, 2011 I use WMX, but its an updated copy and I don't use AWOP or BOE at all. Still, none of this should be relevant as I've tried loading the game with no addons, not even DLC and have the same results. I know its not game wide, as I load a different character or a much earlier save game from the same character and the problem is gone. My best guess is I have one mob that is out there somewhere glitched and permanently aggroed on me. Then it's probably some vanilla actor that you've pissed off ;)But it won't be your typical spawn. It will have low level processing enabled, like a follower does, or like that guy that hunts you down to tell you about the Sarsaparilla star caps. Link to comment Share on other sites More sharing options...
phoneyLogic Posted August 18, 2011 Share Posted August 18, 2011 (edited) Did you find a solution? I don't know, this might be a performance, save game or patch issue. This function could be bugged in starange ways, its hardcoded though. And like rickerhk implied, spawned NPCs should not run their AI, if you are not in the same cell. Edited August 18, 2011 by tortured Tomato Link to comment Share on other sites More sharing options...
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