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Posted

Anyone ever built/included the Trade Caravan Post into their settlement mods. While I am not too crazy about the model (nif) due to placement of the NPCs, I was wondering if there are any downsides to including it. One concern I have is what will happen if it is hard build via the CK and the player occupies the settlement before doing the Bunker Hill quest?

Posted

Your own Caravan Post works from the first minute, regardless of the Bunker Hill Quest. If you create a additional new model (nif), you will need to include this Caravan Post in the quest of each vendor to appear there.

Posted

If you hand place or console PlaceAtMe the WorkshopCaravanHitchingPost they should automatically be used as destinations by the CaravanTradePostXXX quests regardess of the construction unlock criteria (SetStage FFBunkerHill03 500)

 

Just check if you hand place that the location record updates itself with CaravanHitchingPostRefType as that is the quest fill condition.

Posted

Okay, so I dropped the Trade Caravan Post into the settlement and linked it to the workshop with the workshopitem keywords. The Caravan folks did indeed show up, appears to teleport to that location. However, the minute the Caravan folks showed up my defenses (turrets) opened fire on them. So it works...sort of (lol). Keep in mind this is a new save game with COC to Spectacle Island straight from the vault (right before you get on the elevator to leave), More testing required. I love this stuff.

Posted

Okay, so I dropped the Trade Caravan Post into the settlement and linked it to the workshop with the workshopitem keywords. The Caravan folks did indeed show up, appears to teleport to that location. However, the minute the Caravan folks showed up my defenses (turrets) opened fire on them. So it works...sort of (lol). Keep in mind this is a new save game with COC to Spectacle Island straight from the vault (right before you get on the elevator to leave), More testing required. I love this stuff.

Well, if the turrets consider them "hostile", that sounds like some faction thing that isn't set up properly ...

What faction are the turrets assigned to?

Posted

 

Okay, so I dropped the Trade Caravan Post into the settlement and linked it to the workshop with the workshopitem keywords. The Caravan folks did indeed show up, appears to teleport to that location. However, the minute the Caravan folks showed up my defenses (turrets) opened fire on them. So it works...sort of (lol). Keep in mind this is a new save game with COC to Spectacle Island straight from the vault (right before you get on the elevator to leave), More testing required. I love this stuff.

Well, if the turrets consider them "hostile", that sounds like some faction thing that isn't set up properly ...

What faction are the turrets assigned to?

 

Two factions at the moment: Player Faction and workshop NPC Faction. Might have the aggression settings too high, will check that next.

Posted

Yeah, that should be on "helps allies and friends" or something like that.

Otherwise it will attack anything, if just set to like "agressive".

 

I mean that's how it is for "human npc actors", I don't know about turrets ...

Posted

Its AI aggression is set to 2 or 3 Will attack Enemies and Neutrals on sight.

And/Or
The AI package has "Aggro radius" enabled which Will attack Enemies and Neutrals on sight.
Ya need to check BOTH for innocent protection.
Posted (edited)

RESOLVED...it was indeed a combo of aggression and aggro radius behavior. Turrets and snipers now set with aggressive, foolhardy, helps friends and allies with no aggro radius behavior. Seemed to behave as desired.

 

Thanks all!

Edited by pepperman35
Posted

The fact that "Aggro radius" will attack Enemies and Neutrals on sight (like AI aggression >= 2) is not well documented and every time I tried to update the CK documentation, some internet f*#@witt kept removing it. So there you go.

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