Aluminumfoil Posted November 25, 2011 Share Posted November 25, 2011 General plan: 50% of the time (?), "winded" enemies throw down their weapon and run away when they "recover". The point being so that merciful characters have the opportunity to show mercy, although not without risk of betrayal. Unfortunately I have no idea how Skyrim scripts, so I'm jumping into the scripting arena without any knowledge of its syntax, and very little knowledge of that of Oblivion and FO3 (although I have done a tiny bit of scripting in those). Idea for process: look up whatever script effect triggers the "winded" behavior from NPCslook within it to the effect that heals them a little bit and cancels the winded behaviorattach the following to the very end of it begin script draw a random integer or boolean number between 0 and 1 if 0, execute normal script else, trigger myFleeEffect myFleeEffect: Look to see if weapon and/or shield is equipped Drop equipped weapon and/or shield Fear of player for 720 seconds end script So, ideas and help are wanted. Ideas: Does 50% sound too about right for this? General thoughts on the end goals for NPC behavior? Help: basically anything anybody can do to help me work out the specifics of how this needs to get scripted would be appreciated. Link to comment Share on other sites More sharing options...
topeira Posted November 25, 2011 Share Posted November 25, 2011 (edited) it's a good idea. it's an obvious one (yielded enemies flee) .... which makes it an obviously good one. i think that enemies that beg for mercy should have 70% change to flee. 30% to come back at you. but also if the fallen enemy doesnt have any weapon on \ near him than he probably wouldnt attack the player. to complicate things no.1: if you can make it so once the enemy is on the ground, begging for mercy, than the player will be able to PICKPOCKET him or take his stuff (or give him stuff). this way when an enemy yields than u can disarm him and take his stuff but spare his life. to complicate things no.2:u can also make it so an enemy that doesnt have any weapon on him has a 15% to come and attack the player with a hidden dagger - a dagger that wasnt in the AI's inventory. Edited November 25, 2011 by topeira Link to comment Share on other sites More sharing options...
kitsuneshoujo Posted November 25, 2011 Share Posted November 25, 2011 It bugs me that enemies will beg for mercy and then rush back to attack you after a moment. I think if their "mercy plea" flag is triggered they should remain non-hostile and run away. IF on the other hand you return that way the next day, or later on, the same npc could attack you again. I know I sure wouldnt be trying to re-attack someone if I was clobbered within an inch of my life. Link to comment Share on other sites More sharing options...
BarryTGash Posted November 25, 2011 Share Posted November 25, 2011 If an enemy has comrades close by should increase the chance for betrayal of their surrender. Link to comment Share on other sites More sharing options...
soullessone20 Posted November 25, 2011 Share Posted November 25, 2011 Just a quick question. How do companions react when NPC yields? Link to comment Share on other sites More sharing options...
Povuholo Posted November 25, 2011 Share Posted November 25, 2011 It bugs me that enemies will beg for mercy and then rush back to attack you after a moment. I think if their "mercy plea" flag is triggered they should remain non-hostile and run away. IF on the other hand you return that way the next day, or later on, the same npc could attack you again.Yeah this bothered me as well. They beg for mercy, but they'll always attack you again 5 seconds later. Give us a reason to let them live! :P Link to comment Share on other sites More sharing options...
jeffrobot Posted November 25, 2011 Share Posted November 25, 2011 all NPCs have a "responsibility" attribute that basically measures their willingness to commit crimes. Maybe you could base their likelihood of attacking you off of this? Link to comment Share on other sites More sharing options...
kitsuneshoujo Posted November 25, 2011 Share Posted November 25, 2011 If an enemy has comrades close by should increase the chance for betrayal of their surrender. I think it should be based on how many are left. If there are 3 then they should get a higher chance of attacking, but two (the yielder and the one fighting) the "winded" npc should have a low chance of attacking... an almost 100% chance of fleeing. Link to comment Share on other sites More sharing options...
Deleted1217574User Posted November 25, 2011 Share Posted November 25, 2011 Just a quick question. How do companions react when NPC yields? I think they accept the surrender and leave the person alone. Of course, they may also just lose aggro, 'cause I've only ever seen it happen in group fights. Link to comment Share on other sites More sharing options...
topeira Posted November 25, 2011 Share Posted November 25, 2011 Just a quick question. How do companions react when NPC yields? I think they accept the surrender and leave the person alone. Of course, they may also just lose aggro, 'cause I've only ever seen it happen in group fights.I have never seen lidya let a yielding AI live. Link to comment Share on other sites More sharing options...
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