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Help with geck


ismael29h

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I don't know if this is the right place ... I recently started using the geck and I need a specific npc to get away from the player (anywhere).

I can't find something so simple, I tried it through package and also by scripting, it doesn't work.
What would be the shape?
PS: "MoveAwayFrom" does not work for me ... and the packages make the npc's approach or flee in fear (I want them to walk moving away, up to a certain distance)

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One method is to use an xmarker or an invisible object of some sort and move that object some distance from the player. Then enable a travel package on the NPC that has them walk to the marker/object. If you do this anywhere on the map this can get you into trouble because the marker/object might end up in a place that is not accessible and the NPC might just give up because reaching the destination is impossible.

 

Another method is to have the NPC walk to a specific place. For example, the NPC talks to the player, then travels to the Prospector Saloon in Goodsprings.

 

In either case, set the travel package so that Always Run is not checked and they'll casually walk away from the player. They won't run away in fear.

 

If neither of these will work for you then I think we are going to need more info about exactly what you are trying to accomplish here.

 

You might also take a look at Malcolm Holmes and the Legend of the Star quest. Once you find a star bottlecap, Malcolm will approach you and speak to you, then will walk away from you when done. I haven't bothered to look at his scripts/packages so I don't know what he does.

Edited by madmongo
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One method is to use an xmarker or an invisible object of some sort and move that object some distance from the player. Then enable a travel package on the NPC that has them walk to the marker/object. If you do this anywhere on the map this can get you into trouble because the marker/object might end up in a place that is not accessible and the NPC might just give up because reaching the destination is impossible.

 

Another method is to have the NPC walk to a specific place. For example, the NPC talks to the player, then travels to the Prospector Saloon in Goodsprings.

 

In either case, set the travel package so that Always Run is not checked and they'll casually walk away from the player. They won't run away in fear.

 

If neither of these will work for you then I think we are going to need more info about exactly what you are trying to accomplish here.

 

You might also take a look at Malcolm Holmes and the Legend of the Star quest. Once you find a star bottlecap, Malcolm will approach you and speak to you, then will walk away from you when done. I haven't bothered to look at his scripts/packages so I don't know what he does.

So it wasn't as easy as I thought.

I have thought the examples that you have given and I concluded that it was not worth it, because it would certainly cause problems depending on where you are at the moment.

I also made memory to try to remember some event in fallout 3 or new vegas where they specifically move away from the player. I don't remember the case of Malcom very well ... I'll take a look at it.

Thanks for the reply! You have taken me out of some doubts!!! :happy:

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Study Oliver Swanick, the delirious powder ganger the player meets outside Nipton; he performs exactly the behavior you're attempting.

Yes thanks!, the idea is to move away if the player gets closer, but only up to a certain distance and anywhere.

Finally I gave up, this I was looking for was just a security measure so they don't get close if a certain event is happening in the player.

Now that I remember it, in skyrim when they fought with fists the npc's that they observed did the behavior that I need.

My question is already resolved.

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