gulogulo Posted August 30, 2012 Share Posted August 30, 2012 Hi, I have developed a minion system that allows you to command follower, summoned creatures and met wolves/werewolves to obey simple commands like wait, follow, wait there, forward. Now, I want to be able to set the level of aggression of all and any specific of my minions. I currently command a group of skeletons from Psikotic Necromancery mod. I tried to set the level of aggression to 2, so they would attack any neutral actor on sight. I used SetActorValue("aggression", 2). Partially it works because my scripts indicate that the level of aggression has indeed been changed. Problem is Im currently testing it in Riften and my skeletons dont attack the civilians. Does anyone have any tip about it? Link to comment Share on other sites More sharing options...
tg08096 Posted August 31, 2012 Share Posted August 31, 2012 I'm assuming that confidence = 4 and morality = 0 Someone feel free to correct me if I'm wrong but. . . I feel like this has something to do with how the player is expected to be interacting with npcs and the game overriding your follower's AI to reflect how the game expects you to be interacting with npcs. What I mean is, I can make any follower very aggresive and they will attack bandits on site, but they wont attack civilians because you (the player character) is supposed to be a "good guy" who doesn't kill innocents, and your followers are supposed to be like you. If you want your followers to be the "bad guy," my suggestion is this: Create a new faction for these followers, and create a relationship within the faction that sets this new faction to "enemy" of each of the nine hold factions - CrimeFactionWhiterunCrimeFactionReachCrimeFactionRiftEtc. You may also want to add a few others, such as "CrimeFactionCidhnaMine," whatever the hell that is (is it main q related?), but maybe leave out CrimeFactionThievesGuild, etc, etc. The reason I suggest using the crime factions for these relationships is because the crime factions will cover the broadest scope of npcs, being the most efficient way to implement this method of influencing behavior. One other faction to note is the WIGenericCrimeFaction, which is used for npcs that otherwise wouldn't sensibly fit into another crime faction, like hunters. I am pretty new to modding myself, so I am always happy to hear a better way to do something, but I'm confident that this is the way to go. Let me know how it works out> Link to comment Share on other sites More sharing options...
gulogulo Posted August 31, 2012 Author Share Posted August 31, 2012 I did like this: http://forums.bethsoft.com/topic/1407441-setting-level-of-aggression-of-actors/ and it works Link to comment Share on other sites More sharing options...
tg08096 Posted August 31, 2012 Share Posted August 31, 2012 Seems my method would not have worked after all. Thank you for posting this link. Im going to need this for future use. Link to comment Share on other sites More sharing options...
gulogulo Posted September 1, 2012 Author Share Posted September 1, 2012 Right, it works but only for Lydia (I suspect any follower), but not for summoned creatures even though I used RemoveFromAllFactions() command. It seems the problem is related only to summoned creatures. My wolves which I met and befriend do not have the problem. Strange. Any suggesttions? Link to comment Share on other sites More sharing options...
Recommended Posts