thesniperdevil Posted November 9, 2016 Share Posted November 9, 2016 Hey guys, I am returning from a big break from modding (Thanks to SSE- hope you're all hyped too!) and need some help regarding AI packages. I am working on a mod that lets you convert hostile humanoids into passive followers. The method in which I initially pacify the NPC is as follows: Event OnEffectStart( Actor akTarget, Actor akCaster) akTarget.AddToFaction(ModTestYield) akCaster.StopCombat() akTarget.StopCombat() akTarget.SetPlayerTeammate(true, false) Utility.Wait(2) Debug.SendAnimationEvent(akTarget, "IdleSurrender") EndEvent I then have a quest set up that lets me speak to the target if they are on that yield faction, then dynamically assign them to the quest alias. removes them from the faction in the above script and adds them to a new follower faction. This alias has some AI packages assigned to them. A travel package with "place to travel" as the player. A package for the alias to stay at location. A package to flee a certain amount when in combat. The problem that I have is that, when the follower is hit in combat, it triggers the flee package, but also goes hostile to pretty much everything (including me), however due to it being in the hostile ai package, it just continues to flee. To be honest, I am still pretty new to AI packages, so am clueless as to how to resolve this issue. Looking for someone to provide assistance either here, or perhaps arrange to transfer my current mod in progress so they can take a peek under the hood. Much appreciated! Link to comment Share on other sites More sharing options...
Recommended Posts