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Any way to make aiming your gun at an NPC count as a minor crime?


trashgarbage666

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As I'm sure you're well aware, when you point a gun at an NPC you might get a few minor threats, but they're otherwise happy to live or die by your whim. But then if you steal their stuff, suddenly they're more than willing to kill you.

 

I'm not entirely sure it's possible to redefine what the GECK considers to be a major and minor crime, but I'd sure like to try! However, I don't know where to look to even begin tinkering. I was hoping someone here might know!

 

Thanks in advance!

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You could try this function http://geck.bethsoft.com/index.php?title=SendTrespassAlarm

 

And place it in the "Result Script end" Of each info on this topic "PLAYERINIRONSITES"

 

Which you can see all those and looks like even edit from the header drop down ...

 

Character / Filtered Dialogue... And in the Editor ID column of that screen.

Find "PLAYERINIRONSITES" and click on it to see all the info's ... click on each one and put this line in the Result Script (End) "SendTrespassAlarm player"

 

But you may want to get a little more complicated with it ... So would suggest making a quest script ... and have those dialogue result scripts set a variable for your new Quest script.

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Thank you for the response!!

 

I've got a question, though. The only thing I'm seeing with a "Topics" tab are quests. If I'm supposed to be looking for a quest to edit, could give me its name? It seems like no matter what quest I look though with the word "dialogue" it its name, none of them have the "PLAYERINIRONSITES" topic.

 

EDIT: I found a quest called "GenericAdultCombat" that has the "PLAYERINIRONSITES" topic, so hopefully I'll be able to start making progress!! Is this the only quest with this topic?

 

EDIT: After some testing, this method didn't seem to work as intended. It took forever to get an NPC to finally notice me pointing a gun at them, and once they finally did respond, they didn't seem to think I was doing anything wrong. This is assuming the NPCs at the 188 Trading Post draw their PLAYERINIRONSITES responses from the GenericAdultCombat quest. Looks like I'm back at square one. Thanks for the suggestion, though!

Edited by punchbattle
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There are about 16 different quests that use the "PLAYERINIRONSITES" topic , with about 60-70 overall info's of different dialogue responses. Within the FalloutNV.esm and all the DLC's

GenericAdultCombat , covers only 2 info's for a specific speaker "Lucky38Marilyn" 2 different voice types.

 

So after opening up the screen from "Character / Filtered Dialogue..."

 

The second column from the left , just below a flag for "Top-level only" (don't check the flag) is where you find the topic "PLAYERINIRONSITES" and if you see nothing there ... it is because you have the windows bug effecting that column , plus all your condition fields. Which is that all the information gets squashed to the left.

So hover your mouse pointer at the top left of that field till it changes ... then left click drag right , each column till you get to the last one that says "Editor ID" Then scroll down to the P's for the topic mentioned.

Then when you click on it , you will see "PLAYERINIRONSITES" show up in the "Topic Text" field that is above the info field. And yes the first column there is "Quest" Which is handy to find something and then know what quest to open. But you can do all this editing from this window , instead of having to open 15ish different quests.

 

The tedious bit will be having to copy paste that line into about 60ish different "Result Script (end)" boxes.

But that is the easiest way I can think of. Also to mention ... I don't think you want to do it for any info in the "VNPCFollowers" quest.

 

Now it is possible the inner mechanics for this topic may have a delay or even a bit random activation.

But try that first and see if you can get some satisfactory results.

If not then I'll see if I can figure out how to make the result more reliable , or have to figure out a whole new way to do it.

 

Hope that helps.

Edited by Mktavish
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I finally found the Character > Filtered Dialogue window, and it made finding specific NPC barks much, much easier!

 

I located all of Sunny Smiles' ironsights responses and pasted "SendAssaultAlarm Player" into the Result Script (End) fields, and when she finally did respond, sadly she didn't turn hostile. I went back to Result Script (End) and hit Compile Scripts just in case, and still nothing. Then I edited the fields to be a SendAssaultAlarm, and got nothing yet again. Kind of a bummer.

 

Your responses have been really helpful, though!

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Check the GECK wiki entry for "SendAssaultAlarm".

Syntax:
SendAssaultAlarm ''ActorRef'' ''Faction''

Example:
SendAssaultAlarm Player BigTown
Ignores the ActorRef parameter and searches for an NPC in the BigTown faction to use.

or you need to provide a ref for the specific target of the assault. Providing "Faction" allows someone else to become alarmed if the target ref isn't present.

-Dubious-

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Ya with "SendAssaltAlarm Player" You need to pass a faction ... other wise it is thinking the player is the victim ... and would be sending the alarm.

 

But I had originally said to use "SendTresspassAlarm Player" Because it is a minor crime ... where as Assault is a major crime.

 

Although looking at it more closely ... it would seem there needs to be a hardcoded topic like the"PLAYERINIRONSITES" or others which appear in all caps. That causes the NPC to start the warn/attack behavior of a tresspass alarm. So IDK ... that may just be an old feature of Oblivion , and maybe still worked with Fo3. But isn't present in NV ... since they have a much more in depth faction relation set up.

 

Not sure ... but if using the SendAssultAlarm ... try it with a faction SunnySmiles is in. But then that is going to add a whole lot more work to put all the particular factions in per npc info. Plus it will be a major crime instead of a minor one.

 

By the way to mention in case not clear ... When I said find it under "Character / Filtered Dialogue" I get the impression you brought up the NPC window for SunnySmiles ... then clicked the "Dialogue" button. Which does bring up all dialogue pertaining to her.

 

But I meant to click the Header drop down "Character"

From those top left catagories of the main Geck interface.

 

File Edit View World NavMesh Character GamePlay Help

______________________________________________________

 

 

Mean time I'll see if there is another way to do it with one script that checks what you hover the reticle over ... like this function maybe http://geck.bethsoft.com/index.php?title=ObjectUnderReticle

Edited by Mktavish
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Okies here is a thought experiment script based on the scripting example in the geck wiki page of this function.

 

http://geck.bethsoft.com/index.php?title=ObjectUnderReticle

 

Not tested ... but maybe someone with better scripting skills can point it in the right direction.

Quest Type Script

~~~~~~~~~~~~~~~~~~~~~~

 

SCN CrimeTrackScript
Ref tgt
Ref tgt2
Float Timer
Int TargetStage
Begin GameMode
Let tgt := ObjectUnderReticle 0 1048 ;Check for object within 15 m/45 ft
if ( tgt && IsFormValid target && ( GetType tgt == 42 || GetType tgt == 43 ) )
Set TargetStage to 1; We have an actor under the crosshairs!
else Set TargetStage to 0
If TargetStage == 1 && Timer < 3
Let tgt := tgt2
Set Timer to Timer + GetSecondsPassed
else Set Timer to 0
ElseIF Timer > 3 && TargetStage == 1 && tgt == tgt2
tgt.StartCombat PlayerRef ;Attacks player
endif
endif
endif
End
~~~~~~~~~~~~~~~~~~~~~~~
I set the Quest processing delay to .1
And I put these 2 conditions on the quest itself on the main page condition field.
PlayerRef IsInCombat != 1 AND
PlayerRef IsWeaponOut == 1
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