SmedleyDButler Posted September 27, 2018 Share Posted September 27, 2018 I love Cuting Room Floor, but it has a slight problem. Barleydark Farm is near a frequent spawn point, as well as a fort which often sees combat nearby. As a result the inhabitants are inevitably massacred, down to the last chicken. What I want to do is ensure that Mithorpa Nasyal (I forget if CRF adds a second NPC) and the relevant farm animals are not just safe, but ignored, so that the frequent fighting near there isn't always going to be drawn to the farm. If I just wanted to make them invulnerable, I could edit the .esp to flag them as protected. But is there a better flag for the intended purpose? Someone suggested adding the "captive" flag as this supposedly causes the NPC to generally be ignored, but I don't know if this will work in this situation, or cause unintended problems. I'm also not sure I can add the tag to the farm animals. Yes? No? Ideas? Suggestions? Link to comment Share on other sites More sharing options...
utofaery Posted September 28, 2018 Share Posted September 28, 2018 (edited) For your case :If use modTry Run for your live https://www.nexusmods.com/skyrim/mods/23906/which works nicely on usual non combat actor 2 try Protected flag in Tes5edit. 3 Unaggresive in actorbase like "Fox"/"Snow Fox" which run away always? 4 Place custom guard ( faction that which are ally to "Farm animal" faction)and with properties help allies and friendso those guard will fight against attacker whenever "Farm animal" get attacked??? Edited September 28, 2018 by utofaery Link to comment Share on other sites More sharing options...
foamyesque Posted September 28, 2018 Share Posted September 28, 2018 Best bet's probably to add them to a faction that's friendly with the spawned enemies. dunPrisonerFaction is I think the one usually used. Link to comment Share on other sites More sharing options...
SmedleyDButler Posted September 28, 2018 Author Share Posted September 28, 2018 Best bet's probably to add them to a faction that's friendly with the spawned enemies. dunPrisonerFaction is I think the one usually used. I think this was the one which was suggested, but neither I nor the person suggesting it had the exact name, so that helps. Protected flags might make a good fallback for any battles added to the area (Open Civil War, Immersive Patrols, etc.) I'm beginning to suspect that this might be why the farm was removed in the first place. Link to comment Share on other sites More sharing options...
CPU Posted September 29, 2018 Share Posted September 29, 2018 Add to the actors the faction of the actors spawned, so they will ignore them.Greetings from the other site :) Link to comment Share on other sites More sharing options...
SmedleyDButler Posted September 29, 2018 Author Share Posted September 29, 2018 (edited) Hehe, hey CPU :wink: Add to the actors the faction of the actors spawned, so they will ignore them.Greetings from the other site :smile: Part of the problem is that tehre's so many things which spawn around there. I think you have to add each wild animal faction individually by ID#, as there's no "WildAnimalFaction" - for example the Wolf faction is 0003E691, which is quite a few factions to add (don't think that causes a problem... it'd just be tedious). But there's a couple factions which I'm not sure of the consequences of adding. Will it be problematic to add them to the bandit faction? How would adding them to both Civil War factions work out (due to there being occasional battles in the area) or is there a neutral faction recognized by both sides? And is adding any of these factions (including other animal factions) to the farm animals an issue? Edited September 29, 2018 by SmedleyDButler Link to comment Share on other sites More sharing options...
foamyesque Posted September 29, 2018 Share Posted September 29, 2018 If you add them to the bandit faction they will be hostile to the player. dunPrisonerFaction is designed to solve exactly this problem, and will mark them as friendly with basically every entity in the game without making them hostile to the player or causing other unwanted behaviours. Don't overthink this :p Link to comment Share on other sites More sharing options...
SmedleyDButler Posted September 29, 2018 Author Share Posted September 29, 2018 If you add them to the bandit faction they will be hostile to the player. dunPrisonerFaction is designed to solve exactly this problem, and will mark them as friendly with basically every entity in the game without making them hostile to the player or causing other unwanted behaviours. Don't overthink this :tongue: The elegant solutions are usually best, I find... Link to comment Share on other sites More sharing options...
CPU Posted September 29, 2018 Share Posted September 29, 2018 If you add it to banditfaction then add it also to playerfaction.In this case it will be not hostile to player and bandits will ignore it. Link to comment Share on other sites More sharing options...
SmedleyDButler Posted September 29, 2018 Author Share Posted September 29, 2018 If you add it to banditfaction then add it also to playerfaction.In this case it will be not hostile to player and bandits will ignore it. Uh... that seems like it would break regular bandit encounters. Link to comment Share on other sites More sharing options...
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