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[LE] Best flags to ensure a mod-added NPC is ignored by mobs?


SmedleyDButler

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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?

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For your case :

If use mod

Try 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 friend

so those guard will fight against attacker whenever "Farm animal" get attacked???

Edited by utofaery
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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.

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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 by SmedleyDButler
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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

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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...

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