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Posted

I always found it kind of funny how firing a gun right next to someone's face in New Vegas didn't prompt much of a reaction from NPCs. I would like it if anyone were willing to make a mod that makes Cowardly NPCs flee when they hear gunshots. If it's possible, make it so NPCs that aren't Foolhardy also briefly take cover and draw weapons when hearing a gunshot from an undetected source (Foolhardy NPCs simply drawing weapons). And finally, a flinch animation if you fire a gun right next to a non-hostile NPC (perhaps with Foolhardy NPCs being immune once again).

Posted

I'm talking about gunshots themselves, not combat- these NPCs wouldn't be aggro'd. And flinching/cowering animations already exist in the game, I'm not asking for someone to make animations.

Posted

So, if I am interpreting you correctly, you want gunshots to trigger the "flight" response instead of the current "fight" reaction at least for some Actors? That would require NPCs personal "aggression" and "confidence" numbers (on the GECK "AI Data Tab" page and the resulting "Threat Ratio" at the time to be adjusted. See "TIP Hostility between NPCs" under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

  • 5 years later...
Posted

I think what they are asking for is when the player shoots their gun, NPC's react to the shot, whether that is fight OR flight. Currently, NPC's only react if the shot hits a surface or an NPC. 

  On 2/25/2020 at 1:03 PM, dubiousintent said:

So, if I am interpreting you correctly, you want gunshots to trigger the "flight" response instead of the current "fight" reaction at least for some Actors? That would require NPCs personal "aggression" and "confidence" numbers (on the GECK "AI Data Tab" page and the resulting "Threat Ratio" at the time to be adjusted. See "TIP Hostility between NPCs" under the "Custom NPCs" section of the wiki "Getting started creating mods using GECK" article.

 

-Dubious-

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I am also trying to figure this out. I'm documenting a lot of my work here: 

 

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