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[LE] Non hostile animal questions


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First post here, so I hope I am not posting in the wrong area(s) and creating more work for moderators.

 

I have a couple questions regarding specific needs for non hostile animals in SSE.

 

Let's say I have built a house and on the property I have placed animals, raccoons to be specific. Currently I have them doing everything I want them to do except for a couple of things.

 

1. I want them to have a "wild" animal behavior to them. What I mean by that is them running away from the player, or anything to be exact that isn't there own kind (raccoon). And for the most part, I have them doing that now. The problem comes in when say a wolf from a nearby cell ventures in and attacks them. Even though I have them listed as "essential" the player still goes into combat mode, thus not allowing the player to travel, wait, etc within the vicinity. Same thing if I accidentally hit them. Now I could list them as part of the player faction, which resolves the combat with the player part, but then they won't run away from the player either. Which, to me, takes away the "wild" animal feeling I am going for. I could delete the hostile animal spawn points, but I hate doing that unless I have to. Also leaving the area then teleporting away and then back again seems to reset everything, but that is just a pain and in reality, doesn't fix the issue.

 

2. Lastly, I am wanting the raccoons to only come out at night or during certain hours. Not sure if it's any different than a person going home to sleep at night since it is an animal.

 

So to recap, all I want is for my npc (raccoon) to run away from everything except it's own kind (raccoon), but if attacked by another animal or even the player, that it doesn't put the player into combat. And if only having the raccoons come out at night during specific hours would be awesome.

 

So if you have any knowledge of what I am asking for and what steps are required, I would really appreciate your input.

 

Thank you so much.

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I think the combat is simply being triggered by the presence of the wolf and has nothing to do with the AI behavior of the racoon themselves.

 

I would look at the rabbit and see how they are handled. As far as day/night goes, if a spawner is involved you could set the properties to only spawn them at night, but you also would want to have another timed script that would disable and delete them, or simply make an AI package for them which has to return to a den location during the day, that'd probably be the best bet.

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Thank you for the response icecreamassassin.

 

I was actually able to fix some of this to a degree. I created their (raccoon) own faction. I then listed for example: spider, wolf, bear, sabercat, skeever, etc and listed them all as ally or friend of the raccoon. That resolved them attacking, which is what I ultimately want. Putting the player faction as neutral solved the issue toward the player. So that part is solved. At least I believe it is.

 

However, after thinking about it more and knowing that as my level increases, so do the leveled creatures that spawn, I decided I did not want that nearby spawn point. All I need is a bear or sabercat mauling children.

 

So that brings up one additional question added to those already asked. Can I safely delete the leveled predator marker (green M in game) and their xmarkers spawn points linked (x3) to them? Or better yet a way to disable specific ones without the need to delete?

 

Thanks again.

Edited by cuddleman1976
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  • 3 years later...

cuddleman1975 asked:

1. "Can I safely delete the leveled predator marker (green M in game) and their xmarkers spawn points linked (x3) to them?"

 

DO NEVER DELETE VANILLA GAME PLACED MARKERS !!!

 

2. "Or better yet a way to disable specific ones without the need to delete?"

 

too late

 

Wild animal actors spawned by such xmarkers have a script attached called "LvlPredatorScript". Inside the script are three faction properties.

  Faction PROPERTY SoloFaction1 auto      ; 3x solo predator faction
  Faction PROPERTY SoloFaction2 auto
  Faction PROPERTY SoloFaction3 auto

Logic is: "If actor (which has the script attached) is in one of three solo predator factions then disable this actor".

In most cases only the first faction has been filled by CreationKit. SoloFaction3 is almost None. Maybe you could use this faction to disable specific animal actors, in theorie.

 

Edited by ReDragon2013
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