REZ01 Posted November 22, 2011 Share Posted November 22, 2011 I'm working on a Mod and In a NEW World want to get rid of the Red Tickers on the AI when a enemy or Hostle is Near... Is this something you have to do at the NPC object or Can I do it for the Whole World or even Cell level? And How? or a link to a good example... Thanks it will Save me a bunch of time if pointed in the right direction.. Link to comment Share on other sites More sharing options...
vforvic Posted November 22, 2011 Share Posted November 22, 2011 I think this is controlled in the compassicon.xml file outside of the game itself. You can change it by altering this file, but it will effect the entire game and can only be done outside the game.As an alternative you can change the Players Perception Value in game and it will reduce the distance when the Player sees the Tickers, but not eliminate them. Not a perfect solution, but it is an option.You would have to do this by setting up a Global Variable to save the Players Base Perception Value so you could restore it later. For example...Set up a Global Variable called PlayerAVPerceptionThen Script this for when the Player enters your Worldspace or Cell or Trigger. set PlayerAVPerception to player.getbaseAV Perception ;This would save the Players Perception Value to the Global player.setactorvalue perception 0 ;This would then set the Players Base Perception to 0Later to restore the Players Perception you could script. player.setactorvalue playerAV ;This would set the Players Base Perception back to its original value.The only thing you would have to watch out for was if a Player leveled up while in your Worldspace, or if you did this by Cell then in the Cell , and used the Intense Training Perk AND used it towards Perception. Then you would have the issue with the Player not getting the correct Perception back later.Another thing you could do depending on exactly what you are trying to accomplish is use Primative Triggers or NPC Scripting. You could initially set the "enemy" Faction or Factions friendly to the Player. Then when the Player hit a Trigger you could turn them Hostile. Or in the NPC Script you could say something like if NPCRef.GetDetected player ;OR the below line if Player.GetDistance NPCRef <100 ;You might be able to use a couple of others like GetLineofSight depending on the situation. set SetEnemy BrotherhoodSteelFaction EnclaveFactionThe Player would detect the NPC or Creature, but they would appear as friendly until you set it otherwise. You could use multiple Factions to do this several times.I'm just throwing some stuff out there for you to consider. Some of it may or may not work as desired. Link to comment Share on other sites More sharing options...
REZ01 Posted November 22, 2011 Author Share Posted November 22, 2011 Thanks Bud.. I may have to resort to Globals .. and just shut off leveling while in world.. So thanks for the code.. I was looking at the way stealth armor worked in DLC PA.. The Chinese when in Stealth armor don't show up on your ticker till they attack you.. I havn't cracked open that DLC much to poke around.. But figured there was a way similiar to that... Not sure if they just disable the NPC untill a trigger is Activated and thats how.. or if there was another way to ditch the red ticker... I could get in there and dig but was hoping someone would see this that had already done it .. Link to comment Share on other sites More sharing options...
vforvic Posted November 22, 2011 Share Posted November 22, 2011 OK I see what you are trying to do. You need to add to the NPC Script something similar to the following. short inSneakMode Begin GameMode if (inSneakMode == 1) addspell stealthBoyInvisibilitySpell elseif (inSneakMode != 1) removespell stealthBoyInvisibilitySpell endif End GameModeYou will have to set InSneakMode to 1 via some other script. Maybe a Package? You will also need to make sure you are able to bring the NPC in or out of Stealth depending on what is happening in your mod and what you want to happen. You know like if you want the NPC to come out of Stealth when they attack or after they are killed. For the killed you can use the Begin OnDeath block.I think you can also give the EnchReconArmor enchantment to the clothing that your NPC's are wearing to help the effect. Link to comment Share on other sites More sharing options...
REZ01 Posted November 23, 2011 Author Share Posted November 23, 2011 I looked at the addspell stealthBoyInvisibilitySpell and the problem is, I don't want the Chameleon Effect.. and also it calls the SCAOnActor which is StopCombatAlarmOnActor. I just want to get rid of the Red Tickers.. ha.. I broke the spell down to Base Effect Level and still nothing there i can use.. Wonder if there is some kind of AI modification i can build and call in gameplay.. Also looked into the InSneakMode.. And that won't work for me.. Actors I don't want the red tickers showing for will be in Combat and alerted.. also don't want them crouched.. The PlayerAVPerception won't let me set it low enough .. at lowest setting i still have a ticker at about 90 yards.. I'm kinda surprised nobody has built a mod for this before.. I have never liked the Tickers .. takes out any suprise in game.. Link to comment Share on other sites More sharing options...
REZ01 Posted November 29, 2011 Author Share Posted November 29, 2011 Still need help on this one.. anyone? Link to comment Share on other sites More sharing options...
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