trashgarbage666 Posted July 7, 2018 Share Posted July 7, 2018 I've been pouring over function lists for JIP, NVSE, and the NV GECK, and while a number of detection related functions have turned up, none of them seem to be what I'm looking for. I found Player.ForceActorDetectionValue (number), which forces all actors to detect the player by the specified amount, which is beyond overkill. If you have any ideas on how to force a detection, I'm all ears! Link to comment Share on other sites More sharing options...
Mktavish Posted July 9, 2018 Share Posted July 9, 2018 I'm assuming the player is sneaking and this npc is hostile to the player ?And you just want this one npc to notice the player but not others that are also hostile to the player? First I would give this npc it's own faction , and set the others around in a faction that is friends.Then have the other npc's set on their AI data tab , to only help allies. And hopefully that would keep them from joining ... but not sure. But to have this one notice the player first. First try setting their perception quite a bit higher than the others.And if that doesn't work , because they are at sniper distance or something. Then try using the "Agro Radius Behavior" on the same tab there. Or give them a guard package ,which should have similar results. But if that isn't what kind of scenario you are looking for , then I guess will need to know what result you are expecting from detecting the player. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted July 12, 2018 Author Share Posted July 12, 2018 (edited) Sorry for the late reply! Yeah, I was admittedly a little sparse on the details with my initial post. I'm reworking the game's stealth and NPC detection mechanics. (With a fairly high degree of success, too!) The issue I'm having is with the sneaking system in general, rather than a contained scenario with specific NPCs. My goal is to have gunfire play a much larger role in detection. In the base game, if the player gets a stealth kill, regardless of how loud the gunshot is, it completely bypasses detection. At least for the enemy you shot. Maybe if another enemy is very close by, he might hear it. But even that isn't a guarantee. However, if the person you stealth killed wasn't hostile and nobody saw you do it, you get off scot-free. You could be the only person in town who owns a canon, but so long as nobody saw you pull the cord with their own eyes, the mystery of the cannonball that killed Easy Pete will just have to go in the cold case files. I was able to rig together a messy fix involving timed detection events, but it isn't especially elegant. So while my issue is teeechnically solved, I'd still be more than happy to hear anyone's ideas on how to force a detection manually through scripting. Thanks! Edited July 12, 2018 by punchbattle Link to comment Share on other sites More sharing options...
Mktavish Posted July 12, 2018 Share Posted July 12, 2018 How about these 2 functions ... https://geckwiki.com/index.php/GetFactionCombatReactionhttps://geckwiki.com/index.php/SetFactionReaction Link to comment Share on other sites More sharing options...
trashgarbage666 Posted July 12, 2018 Author Share Posted July 12, 2018 (edited) I saw those, but was afraid of how permanent the effects might be. For instance, if you shot someone in an important town, would they always attack you on sight? I'd like the player to be able to return to places after a cooldown period. Crimes are usually forgotten or forgiven after a few days, but I think setting a faction to be your enemy would just put them in 24/7 kill mode. EDIT: Actually, you just made me realize that I should probably increase the amount of days it takes to be forgiven for murder, haha. Edited July 12, 2018 by punchbattle Link to comment Share on other sites More sharing options...
Mktavish Posted July 13, 2018 Share Posted July 13, 2018 If it is consequences you want to impose. Maybe a Quest script running to track certain deaths by the player ... err maybe other deaths thrown in to the mix.But since this is societal places with a bit of law and order ... what if ... you had a delayed reaction with an investigator of the murder ? Player gets interviewed later and has a speech check. And other variables can roll the dice to see if the player ends up accused / convicted. Should be able to track the player killing people. And then check the likelyhood of possible witnesses ... to then plug that number in a probability matrix to set an out come ? IDK , what you think ... to much to add to your detection overhaul ?Cuz even with improved detection , you still need randomness ... imo ^shrug^ Link to comment Share on other sites More sharing options...
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