YouDoNotKnowMyName Posted January 6, 2021 Share Posted January 6, 2021 (edited) Good evening everybody! To add a bit of realism, it would be great to set up (interior) cells so that only certain enemy types (like feral ghouls or super mutants) would "follow the player" through a load door into a different cell.And that all other enemies (like raiders or gunners) wouldn't follow the player. I think you can set up encounter zones to do this, but I as far as I know you can only "generally enable or disable" "cell transition following" (can't remember what it is called) ... This is the reason why I am asking this:Imagine you have a loaddoor that leads to an interior cell. Outside of that load door are lots of signs that say things like "Do not enter, Deathclaws inside!".Every person with more then a few working brain cells wouldn't follow some random dude into there, right?But feral ghouls for example WOULD follow ther player in there, since they can't read and / or don't care! So, is something like that even possible?And if so, how would I set that up? Edited January 6, 2021 by YouDoNotKnowMyName Link to comment Share on other sites More sharing options...
SKKmods Posted January 6, 2021 Share Posted January 6, 2021 For selective follow player I use Actor AI Travel Near Player or Follow Player packages. I have messed around by spawning actors with different custom akZone encounter zones with and without the "Disable Combat Boundary" flag, but that follow behavior is inconsistent. AI package is better. Best to run some tests and validate yourself: ObjectReference FollowActor = ThisMarker.PlaceActorAtMe(ThisActorBase, aiLevelMod = 0, akZone = pSKK_ARMEncounterZoneFollow) ObjectReference NoFollowActor = ThisMarker.PlaceActorAtMe(ThisActorBase, aiLevelMod = 0, akZone = pSKK_ARMEncounterZoneNoFollow) Link to comment Share on other sites More sharing options...
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