Darkangel13 Posted November 25, 2017 Share Posted November 25, 2017 Hey guys, so I am coming back to FO4 after a loooooooooooooooooooong time and I was thinking I will upgrade my D13 Settlement Institute Synth Spy Detection and Elimination mod a bit. I was thinking to give it a few upgrades like a turret that will auto detect a synth settler and shred it to bits. To make a terminal tape for the settings to set the tech to lethal or just paralyzing... etc. I know how to do that stuff. I did however got stuck a bit. I need to make a script that will detect the synth, sets it to killable. I have the detection part done already. It is an area spell that will simply identify that workshop synths BUT. Now I need to make a script (add few lines) that is attached to this effect that once the synth has been identified the "protected" status will be removed and it will become mortal. So that the PC is not the only character in the game that can kill it, if you know what I mean. Cause currently I am the only one that can kill it. If the other settlers will attack it, it will go into bleed out stage after which it will recover. Help pls? Link to comment Share on other sites More sharing options...
Darkangel13 Posted November 25, 2017 Author Share Posted November 25, 2017 Ok so I have found some stuff I should be able to use: setessential <baseID> 0 – Allows the NPC to be permanently killed.setessential <baseID> 1 – Sets them to be unkillable. But how to I get the ID of the synth settler? Link to comment Share on other sites More sharing options...
Darkangel13 Posted November 25, 2017 Author Share Posted November 25, 2017 Or potentially targetID.kill .... Any thoughts? Link to comment Share on other sites More sharing options...
DustinMock Posted November 28, 2017 Share Posted November 28, 2017 Easy work around is to find the synth settlers in X-edit and simply removed their protected status there. They will never have the protected status to begin with but it will save you a lot of head-aches. Link to comment Share on other sites More sharing options...
ThoraldGM Posted November 28, 2017 Share Posted November 28, 2017 Does your detection script already have targetID as Actor? If so: targetID.SetProtected(false) https://www.creationkit.com/fallout4/index.php?title=SetProtected_-_Actor Link to comment Share on other sites More sharing options...
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