sirjohnhawkwood Posted December 15, 2017 Share Posted December 15, 2017 Hi All, I'm building an immersion mod for F04; or trying to. The specific problem I have is a s follows: My current mini goal is to have assault encounters based on progress of the Minutemen quest line. Prior to capturing the Castle, raiders attacking settlers should be a common sight. It should be come less common as the castle is taken and the artillery quest is done. Conversely, scenes where Minutemen are protecting settlers from attacking raiders should become increasingly common. I created a series Assault quests from the Assault quest template; with Assault quests being the random encounter battles between two groups that you see at certain hotspots. I added them to the ScriptEvent REMainBranch -> REBranch->REBranchNormalTriggers Urban and NonUrban branches, with conditions. The conditions are specifically related to the current state of the MinutemenCentralQuest's MinutemenProgress_var variable. So far, so good. I'm using the hotspot just west of Hangman's for testing. The assaults groups spawn as desired and when they should. The raiders are hostile to the player, but the MM and settlers just stand around. This has me puzzled. I suspect that it is faction related, but don't get where the problem might be. Troubleshooting steps so far: When using lvRaiderAggro1536 in the attacker alias (because this is the alias used in a vanilla assault quest, REAssaultSC17_FactionMMvsRaiders), I see this phenomenon. The standard raider template is hostile to the PC, but not to most wastelanders, BUT In the quest template, the attackers and defenders get assigned to mutually hostile factions. I thought the neutrality between the Raider and REFarmer/Minutemen factions (the standard settler is in REFarmer and standard MM are in both) might be overriding the assault faction relationship, so I tried a slightly different approach. I duplicated the raider faction to create a RaiderAnti faction. This faction is hostile to REFarmer/Minutemen (and Raider for later use in Raider v Raider turf war encounters, hence anti instead of hostile). I then duplicated REAssaultSC04_LvlRaiderAggro, assigned the new REAssaultSC04_LvlRaiderAggroAnti to this anti faction and used the newly created template. They still spawn non-hostile to the MM and settlers. Does anyone have any insights to the Assault quests and how I can ensure mutual hostility? Link to comment Share on other sites More sharing options...
SKKmods Posted December 15, 2017 Share Posted December 15, 2017 if the factions are hostile:hostile and there is no action this may be an AI aggression issue. LvlRaiderAggro1536 AI is set to 0 Unaggressive (Will not initiate combat) For a quick test in the console try this to force action: targetREF.getav 000002bc ; aggression should be 0targetREF.setav 000002bc 2 ; Will attack Enemies and Neutrals on sight. If that works you can run a script on your hostile refs or aliases to akActorRef.SetValue(pAggression, 2.0) Link to comment Share on other sites More sharing options...
sirjohnhawkwood Posted December 15, 2017 Author Share Posted December 15, 2017 Thanks! I'll try that when I get home from work, tonight and post an update. Link to comment Share on other sites More sharing options...
sirjohnhawkwood Posted December 15, 2017 Author Share Posted December 15, 2017 REAssaultSC04_LvlRaiderAggroAnti inherited its AI Data from REAssaultSC04_LvlRaiderAggro, which set Aggression to 2. I checked in game and this was indeed the case. I created a duplicate template of the MM with an aggression of 1, instead of 0, just in case, and swapped the alias to the new copy. They still don't attack each other. :confused: Link to comment Share on other sites More sharing options...
sirjohnhawkwood Posted December 16, 2017 Author Share Posted December 16, 2017 Interesting. The attackers spawn just west of the Hangman's bus stop and then lollygag; either standing around in the case of vanilla assaults and walking to the defenders if not. I suspect that the quest is not initializing properly. I slipped the BoS kickout message into the InitAssault() and the StartAssault() events of REAssaultQuestScript, to signal to me when they are firing. They are not. I'm doing this on a lv50 save and the hotspots have been wonky in the past. Link to comment Share on other sites More sharing options...
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