How to get an NPC to ignore combat?

Post » Fri Apr 08, 2011 5:27 am

This ties in a little with my other issue with the terminal, its at the same time. Whilst the NPC is hacking the terminal, the group is attacked by some ghouls. I use the 'Enable' and then 'StartCombat Player' lines to get them to appear then attack. But the NPC hacking either runs off, or attacks the ghouls. I wan't him to just stand there and ignore the fighting. I tried using SetGhost on him, but he still would attack them. He is not using a package at te time, so I cant say continue during combat and if I did make him use one, it would be a sandbox package, which has that option grayed out anyway. :/ How can I get him to ignore it and just keep 'hacking' away while they fight? This is kinda impeeding my progress, so I will try to find an answer, but any quick answers would be great.

Gunmaster95
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Rusty Billiot
 
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Post » Thu Apr 07, 2011 11:17 pm

I think I will just take out the parts where you are attacked. Its not a huge deal, it won't really mess anything up. I will just move the attacks slightly later where the NPC is not doing something he must continue in the battle. That way he can run off and fight without killing immersion or anything.
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Christie Mitchell
 
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Post » Fri Apr 08, 2011 5:28 am

It wouldn't be sandbox package, it would be a "use item at" package, with your choice of setting either object ID or object type: activator, and the location with radius... or setting the specific reference to the terminal. NO fallout, ignore combat, no combat alert, and continue during combat. One could also remove him from the factions that draw him into combat during the time he's at the terminal, put it back when he stands up.
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Princess Johnson
 
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Post » Thu Apr 07, 2011 8:22 pm

You will want this hacker-dude to be a member of his own faction (GunHackerFaction), and this faction is set as allied to itself, and has no other faction affiliations. You also want to be sure that the ghoul's aggressiveness settings don't cause them to attack neutrals. This means that in order to attack the player and maintain combat, the ghouls will need to be a member of a faction that has playerfaction set as an enemy (and itself as allied). You may end up creating this faction for them if they are a special little group you have going. I recall needing to do that when I made followers ignore attacking ghouls for a special scene in Point Lookout..
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N Only WhiTe girl
 
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Post » Fri Apr 08, 2011 2:45 am

Alright thanks Tarrent. Thought I have moved the attack to a point when all NPC's are available to fight back, and now armed, but if I use it in the future where one is busy, I will do this. However they are all in the same faction, but I can separate them out and just use SetAlly and SetEnemy as I need to, to allow this to happen.
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latrina
 
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