trashgarbage666 Posted January 17, 2018 Share Posted January 17, 2018 (edited) For the past few days, I've been experimenting with fatigue damage in hopes of making some fun and interesting non-lethal combat options for New Vegas. In that time, I came to realize just how odd NPCs behave when they're unconscious. For starters, their eyes stay open the whole time. And they can still talk. They'll mutter to themselves and comment on their surroundings like nothing is wrong at all. I feel like fixing these issues would make stealth a lot more entertaining and immersive. There is a scripted element to how I've been damaging NPC fatigue, so I've been using that space to tinker with swapping out their AI Package with one that doesn't allow idle chatter, and then restoring their original package when they wake up. The only problem there is that I have no real experience working with AI Packages, and all AI Package tutorials seem hell-bent on teaching you how to make custom companions. I've found a number of relevant commands on the GECK Wiki, like "GetCurrentPackage" and "AddScriptPackage", but everything I've come up with so far has been very buggy. As for forcing an NPC to close their eyes, I have no ideas whatsoever. Maybe you guys might, though! Thanks for hearing me out! Edited January 17, 2018 by punchbattle Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 17, 2018 Share Posted January 17, 2018 I've never ever seen that, but if your game isn't doing that because it's glitched or there's some mod conflict, you could try this rather than adding a new package:https://geckwiki.com/index.php/SetPackageFlag Any use? Link to comment Share on other sites More sharing options...
trashgarbage666 Posted January 17, 2018 Author Share Posted January 17, 2018 (edited) Doubt there's a conflict -- the only mod I have installed is the one I'm making! (Well, it's the only .esm, but technically not the only mod I'm using.) It's especially amusing in vanilla NV to knock out the Silver Rush crier and watch him still try to drum up business for the shop while he's sprawled out on the street. I actually don't have JIP NVSE! I'm not opposed to using it, but I'm a little hesitant to install it halfway through developing a fairly large mod. Does it change existing features, or only add new ones? Edited January 17, 2018 by punchbattle Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 17, 2018 Share Posted January 17, 2018 (edited) That's really odd, because this has never happened in my games that I've seen, and I've been working a fair bit with fatigue damage of late. But then, on my PC, if I dismember any actor after it's dead, leave the cell, and return, that limb will be cloned, and if it's the head, it will have no hair or eyes. This occurs on vanilla. So, well done Gamebryo as usual I suppose. Well, I ran into a small bug with JIP 53.00 that after extensive research may have been of my own doing, using a feature in an odd way. JIP messaged me and said none of the changes should have caused that bug, and I'm thinking it has something to do with MoveToContainer and the way I was using it, as it was the function that made me update because it wasn't actually available in the version I was using that didn't have any bugs. This means that if the bug has anything to do with MoveToContainer, it would never turn up in the older versions of JIP. But my experience is very rare anyway, and most of the problems in the comments are almost certainly because someone forgot to update NVSE along with JIP. At this point, I could never mod without JIP if I'm honest. Anything it changes is listed on the page and is almost entirely optional to set via its .ini file, whereas the other 800 or so features are just added and shouldn't conflict with anything vanilla. If you install it now, you can get a lot of testing with it in, and when you release your mod, you're going to need to account for people using it anyway, not to mention you've probably jumped through some unnecessary hoops if you're using only the vanilla scripting functions and will probably find many more that JIP simplifies for you. I couldn't recommend it enough. Edit: I did a bit of testing and whilst I can't get anyone unconscious to talk, their eyes do stay open and blink sometimes. I've tried adding a sleep package to an unconscious NPC as well as damaging fatigue when a sleep package was already underway, and if their eyes were going to stay open and blink, neither approach changed that. Could be connected but probably not useful: when I enable an already dead and initially disabled NPC in my mod, his eyes are open and blinking maybe half the time in my testing. Edited January 18, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
EPDGaffney Posted February 7, 2018 Share Posted February 7, 2018 (edited) Hey there, this is a bit old so sorry for bumping, but if you're still interested, I realised my fatigue script had SetUnconscious 1and that's the line you need. Edit for future readers: Read the documentation on that function. It needs serious minding to work right. Edited February 11, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
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