kriegerseele Posted June 11, 2017 Share Posted June 11, 2017 Hello there, i´m heaving trouble to get some NPCs hostile on the player and i don´t know what the f... is going on. I´m no noob and have experience in geck and i think i tried everything to solve this problem, but...i didn´t. To be be precice, i want to to make every member of "The Family" to attack the player on sight but nothing works. If i try to use a "attack-player-script" like the Col. Autumn script from the MQ, the best result i get is that the npc flee as soon as he spot the player. I´ve played with the aggression, faction relations, AI-packages...nothing. They are still friendly as f......what is going on? I´ve tried something similar to this in the past, as i tried to replace the Zeta-Aliens with the Xenomorph-Meshes, and the result was the same- fleeing killing-machines...i don´t know, if both problems are related, but i guess they are...please, if some more talented modder is out there, who is willing to help me- u can make the world a better place;) Link to comment Share on other sites More sharing options...
Mktavish Posted June 12, 2017 Share Posted June 12, 2017 (edited) Looks like the easiest way and being the least intrusive to its complex inner workings for that quest.Would be to set the Global "MS09FamilyHates == 1"As far as I can tell , you should just be able to edit the Global value , without having to run another script for setting it in game. And after all the other stuff you've tried to alter it ... you may just want to start over fresh. Edited June 12, 2017 by Mktavish Link to comment Share on other sites More sharing options...
kriegerseele Posted June 12, 2017 Author Share Posted June 12, 2017 Hey Mktavish, thank you very much- this finally did the job. If you could help me with my xenomorph-problem, you are a true hero;) Link to comment Share on other sites More sharing options...
Mktavish Posted June 12, 2017 Share Posted June 12, 2017 Glad it worked :) But on the Zeta ... you mean it is a mod that alters that DLC ... then you want to alter the mod ? Link to comment Share on other sites More sharing options...
kriegerseele Posted June 12, 2017 Author Share Posted June 12, 2017 It is a mod i´m working on, based on the Zeta-DLC. I just want to replace all Zeta-aliens with the awesome xenomorph-models. This sounds very simple, but i have given up on this cause i just don´t get it to work. Changing the model is no problem. But if i do, all aliens flee as soon as they spot the player, and nothing seems to change this issue. AI-packages, aggression, combat styles...i tried everything, but the xenomorphs refusing to be what they are: Killing-machines. They just don´t want to attack me and i have no idea why. Link to comment Share on other sites More sharing options...
Mktavish Posted June 12, 2017 Share Posted June 12, 2017 It is a mod i´m working on, based on the Zeta-DLC. I just want to replace all Zeta-aliens with the awesome xenomorph-models. This sounds very simple, but i have given up on this cause i just don´t get it to work. Changing the model is no problem. But if i do, all aliens flee as soon as they spot the player, and nothing seems to change this issue. AI-packages, aggression, combat styles...i tried everything, but the xenomorphs refusing to be what they are: Killing-machines. They just don´t want to attack me and i have no idea why. So you are using an esp file as a master for your .esp ? Which what you need to do is turn that .esp into an .esm ... then have your mod utilize it as master.But you can just turn it back into an .esp file ... which your mod will still use as a master. Although doesn't sound like you're problem would be effected ... ^shrug^ ... but might as well rule it out. Link to comment Share on other sites More sharing options...
Recommended Posts