BrianLyons314 Posted November 13, 2019 Share Posted November 13, 2019 Is it possibe to do that? Link to comment Share on other sites More sharing options...
dubiousintent Posted November 13, 2019 Share Posted November 13, 2019 There is the base function "GetInFaction". But you have to specify which faction you are testing for, after you select the Actor in question. I would suggest you create a console "batch" script that simply tests each of the factions one after the other, where "factions.txt" (no file extension is actually needed) contains: # Factions.txt placed in game root folder (where FalloutNV.EXE is found) # run after selecting target in console prid GetInFaction <FactionName1> GetInFaction <FactionName2> # ... (repeat for additional factions as needed) (Everything following a "<#>" is treated as a comment and ignored.) Then from the console command line enter: bat factions.txt However, there are 682 separate factions within the FalloutNV.ESM file, 14 in "Dead Money", 36 in "Honest Hearts", 25 in "Old World Blues", 13 in "Lonesome Road", and 2 in "GunRunners Arsenal". (You would need to look up the "Factions" entries for those ESMs in the GECK or FNVEdit to get the list of entries.) Not everyone belongs to just one of the 4 Major and 5 Minor factions. An Actor can belong to multiple factions, though they are unlikely to belong to ones which are "enemies". -Dubious- Link to comment Share on other sites More sharing options...
BrianLyons314 Posted November 15, 2019 Author Share Posted November 15, 2019 What's the source code for Factions.bat? Link to comment Share on other sites More sharing options...
dubiousintent Posted November 15, 2019 Share Posted November 15, 2019 You are looking at it in my original reply. A "batch file" is just a plain text file. (Use a "plaintext editor" such as Notepad, not a "word processor" like "Write".) Normally they have the extension ".bat", (which is what I wrote out of habit in that ";" comment line which should have been "#"; though I've corrected it now) but for FNV just use the extension ".txt". You will have to look up and replace the "<FactionName#>" placeholder with the "Editor-ID" of the appropriate faction from the GECK or FNVEdit. It is really very simple. The "prid" command tells the console that the next command is applied to the "previously identified" object, which you selected (<Left-clicked>) with your mouse while in console mode. Then you just enter "bat faction.txt" (or whatever you named the batch file), followed by the "<Enter>" key. The batch script then runs. -Dubious- Link to comment Share on other sites More sharing options...
BrianLyons314 Posted November 15, 2019 Author Share Posted November 15, 2019 I don't know how to edit the console command system via GECK. Also, I'm trying to solve the problem with the Enclave Commander mod Marine Edition. When I order the soldiers to wait they basically patrol the area they're ordered to wait in but they don't shoot the enemy on site. Enemies like vipers, Jackals, Fiends, Hostile Creatures. Anywho, I'm trying to find out which faction the soldiers are part of exactly so I can set that faction's relationship to be the same as the courier's faction so they'll shoot anyone who's bad or part of a faction the courier has a bad reputation with onsite. Link to comment Share on other sites More sharing options...
dubiousintent Posted November 16, 2019 Share Posted November 16, 2019 The "console" is simply a mechanism within the running game environment that lets you issue some (not all) GECK commands, one line at a time. (A "batch" file is simply a means to issue a series of such single line commands. It cannot interpret the results of those commands. It only sends the results to the screen or a "log file".) The "console" is not intended to be accessed from a "mod/script", which is a "program" of scripted commands with the capability to interpret results. Anything you can do in the console "command line" can be done in a script, but not the reverse. You use the console for interactively issuing commands to examine objects while the game is running, or for testing out the result of a command to see what happens. * To enable the console, make sure the ''bAllowConsole=1'' setting is in your game INI file. The console can then be accessed in-game by toggling the 'tilde key' (the actual key can be <~>, <º>, <¬>, <|>,<^>, <\>, <§>, etc., depending on your keyboard layout), usually found near the "1" key across the top of most keyboards. The console prompt will appear as a single blank line in the lower left-hand corner of your screen. You can scroll the console output using the "Page Up" and "Page Down" keys. The console is not case sensitive: entering any of "tdt" or "TDT" or "TdT" will toggle the debugging text. More general information on the console can be found on the UESP wiki and holds true for later games. Use "#" anywhere on a line to make everything after that symbol into a comment. * The forum article "Skyrim Console Script/Bat File Compilation" is a tutorial with lots of information and ideas that can (with the appropriate changes) be used for other games. The behavior you are wanting to change is the result of the AI scripting for those soldiers. "Patrol" is an AI action that says "travel from here to there". You need to have other AI scripts that get activated when they are attacked, or when they encounter "faction enemies". Only one AI script can run at a time. You may need to assign some AI packages with different priorities to different members of the patrol in order to get the result you want. "Factions" is a complex matter. The Courier has his own faction. Simply by being on "friendly" terms with one faction will not automatically make that "friendly faction" hostile to the Courier's enemies. They would need to be "allied". That will automatically happen when the Courier has performed certain missions and made certain choices for that faction according to the main plot line. Forcing that to occur for a particular faction (especially one given an enhanced role by a mod) may break the main story line if you do not understand fully how it is supposed to work. Please see the 'Factions Stealing and Ownership' and 'Custom NPCs' sections of the wiki "Getting started creating mods using GECK" article. Further discussion on this matter would be better directed to the "GECK and Modders" sub-forum after you have read up a bit more on the matter. -Dubious- Link to comment Share on other sites More sharing options...
GamerRick Posted November 16, 2019 Share Posted November 16, 2019 I would open the console, click on the NPC, and type GBO to get their baseID and what mod (or DLC) they are in. Then I would open that file/mod in the GECK, find the NPC by their ID, and see what factions they are in. I don't know of any other way to do this. Link to comment Share on other sites More sharing options...
Mktavish Posted November 16, 2019 Share Posted November 16, 2019 Likely their faction reaction differential is that way because of choices you made or things you have not done yet. And if you are wanting to inject changes to your save file for that scenario. You would be better off to console yourself a cheat weapon and meds ... or just TGM.Rather than mess with the complexity of cheat changing faction reaction.Your mod foot print would be less intrusive. And a lot less likely to totally screw your save file. But then again ... if you have an idea to go mod it in the geck. Never say whoa ... or was that horse races ? Anyways ... sounds like you know what to do to make a plugin for your scenario. Albeit , you might only want to plug it in , just for that scenario. Make yourself a savefile backup before though ... if you care about it. Link to comment Share on other sites More sharing options...
BrianLyons314 Posted November 22, 2019 Author Share Posted November 22, 2019 (edited) GamerRick: I would open the console, click on the NPC, and type GBO to get their baseID and what mod (or DLC) they are in. Then I would open that file/mod in the GECK, find the NPC by their ID, and see what factions they are in. I don't know of any other way to do this. I did what you said, I'm almost there, but there'a one more problem, one of the npcs don't have the same Template data as the other npcs in the mod. I try searching for the template but it doesn't show. The Template Data for the "Rifleman" npcs is J3XVertibirdSoldierBase. Edited November 22, 2019 by BrianLyons314 Link to comment Share on other sites More sharing options...
dubiousintent Posted November 22, 2019 Share Posted November 22, 2019 You need to include the "Vertibird" Mod that "Rifleman" is from when you open the GECK. Please see the 'Issue: Find the source mod-index of an object in-game' entry of the 'Solutions to Mesh (Red "!" icon) or Texture (solid color) problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article to identify the mod from your "load order". -Dubious- Link to comment Share on other sites More sharing options...
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