gsmanners Posted February 12, 2012 Share Posted February 12, 2012 I understand these are all flags, but does anyone understand what the difference is? SetEssentialSetInvulnerableSetProtected And, possibly related: SetGhost Link to comment Share on other sites More sharing options...
Ghogiel Posted February 12, 2012 Share Posted February 12, 2012 Essential is when you can 'kill' the actor, however after a short time they will regenerate their health and just get up again. In effect making them immortal. Invulnerable is used on children. they are effectively immune to attacks and cannot take any damage. Protected I am guessing is what is used on some companions and makes them got to one knee, and all AI ignores them during this time giving them a chance to recover. However they can still be outright killed if AOE hits them or you deliberately attack them while in this state. I'm guessing here, Ghost could be making hits not register at all, ghosts are used in the game in a couple ways, both as enemies you can hit and as npcs you can't hit at all. The enemes you can hit that are ghosts probably just have an actor effect ghost shader applied and perhaps not the ghost status, Link to comment Share on other sites More sharing options...
gsmanners Posted February 12, 2012 Author Share Posted February 12, 2012 It's interesting because I'm wondering if what we really want "essential" NPCs to have is really "protected" status rather than really essential. (That is, "we" as in the players rather than the developers. I understand the developers probably have plans for the essentials that include DLCs, etc.) Link to comment Share on other sites More sharing options...
Ghogiel Posted February 12, 2012 Share Posted February 12, 2012 assuming essential is the same as it has always been, then not really. What happens when a dragon kills any essential characters- it'll break quests all over the place. Link to comment Share on other sites More sharing options...
gsmanners Posted February 13, 2012 Author Share Posted February 13, 2012 Dragons are kind of the exception, which is why I've been thinking about using factions to fix the situation with them. I mean, dragons should be a little more focused on killing the player, and factions would fix that as well. So, it'd be like two birds with one stone, there. The situation only gets interesting in times like the Forsworn quest in Markarth. I mean, how do you deal with Thonar in a consistent way that makes the characters work right, yet gives the player the freedom to do what they want? It's food for thought, at least. Link to comment Share on other sites More sharing options...
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