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Adding Protected flag to NPCs, need advice


aurum42

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I've made an esp applying the Protected flag to a range of NPCs, including originally unprotected level 4 merchants and named settlers, the idea being to protect them from enemy spawns. I'm up to Warwick Homestead, but I'm wondering whether applying the Protected flag to each uncovered NPC would break two events - one being the possibility of Bill Sutton killing synth Roger Warwick during the quest Building a Better Crop, the second being a random event in which Bill drowns himself. Would anyone with more modding experience be able to shed light on this for me?

Edited by aurum42
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The player isn't the one killing either in the events I've mentioned, though. Maybe the deaths are scripted, and will override the Protected flag, but I'm not sure.

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Eek, I'm an idiot, I got that backwards in my head somehow. It's funny, in a sad about my brain cells kind of way. Many sorries.

 

Okay then, why not just leave them unprotected? Let them live dangerously.

 

Or if you care enough, you could mod the scripts to flag them back and forth appropriately when the events fired.

 

(Hopefully I don't have it sideways now.)

Edited by PaddyGarcia
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Haha, all good. Modding the scripts might be beyond my very limited knowledge, but I'll look into it, and leave them unprotected in the mean time. Thanks for the advice.

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