Mazdek Posted January 23, 2009 Share Posted January 23, 2009 Sure, it makes a sniper's job easier if the sentries around a camp don't like each other, so when they find one with his head blown off they don't care. Kinda breaks the whole immersion idea though. I don't know what the capabilities of the scripting and the GECKing are. Would it be possible to modify the behavior of the sentient factions so that if they see a corpse of their own (and maybe of an allied) faction, they go into alert state and NOT leave it until either they or you (or some other enemy of theirs nearby that they can blame it on) is dead? And also pass the word on to others of their own faction that they come across in their hunt for you, so that if you're careless you'll soon have a whole camp gunning for you? Link to comment Share on other sites More sharing options...
Mazdek Posted January 27, 2009 Author Share Posted January 27, 2009 Looked at the GECK with this in mind. It seems that the alert state is entered mostly around sound events, 'cause if they see you they just charge. So to get them to care that their buddy just lost his head, I am wondering if dead people could emit a sound event for a little while so that a passing ally would get triggered by it. I think extending the amount of time they stay in alert state after that would be quite simple. Link to comment Share on other sites More sharing options...
Callahan9 Posted January 28, 2009 Share Posted January 28, 2009 Someone did something like this for Thieves' Arsenal (I think, it'd been a while); maybe try contacting him and seeing if he's modding Fallout 3. Link to comment Share on other sites More sharing options...
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