[Relz] NPC Friendly Fire

Post » Thu Mar 31, 2011 5:23 am

I'm having an issue and I don't know if it affects the plug-in.

It's in the first script, 000803
Could no extract function script in call statement
File.Skycaptains NPCFF.esp OffSet 0X0099 Command call

EDIT: ReCompiled it under Obse 18. Also changed the cell to 2 from 3.... why? Eh, just to see if I broke something :hehe:
It works now. The guard keeps starting an attack on Broder but changes his mind. Starts again.... I don't know what's up with the guard, maybe he is psychic and knows Broder is Thieves guild member...
END EDIT


Also I witnessed a fight between Reman Broler and a Skingrad Guard.
Reman is always fighting in my game that was why I was looking at him.
He got two factions. Thieves guild and Skingrad Citizen.
The Guard also has Skingrad Citizen
so the plug-in should adjust there disposition?

Cheers!
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Chrissie Pillinger
 
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Post » Thu Mar 31, 2011 6:18 pm

I'm having an issue and I don't know if it affects the plug-in.

It's in the first script, 000803
Could no extract function script in call statement
File.Skycaptains NPCFF.esp OffSet 0X0099 Command call

EDIT: ReCompiled it under Obse 18. Also changed the cell to 2 from 3.... why? Eh, just to see if I broke something :hehe:
It works now. The guard keeps starting an attack on Broder but changes his mind. Starts again.... I don't know what's up with the guard, maybe he is psychic and knows Broder is Thieves guild member...
END EDIT


Also I witnessed a fight between Reman Broler and a Skingrad Guard.
Reman is always fighting in my game that was why I was looking at him.
He got two factions. Thieves guild and Skingrad Citizen.
The Guard also has Skingrad Citizen
so the plug-in should adjust there disposition?

Cheers!


You could doublecheck with the "samefaction" console command, as that′s what the script uses. But as pointed out sometimes the cause of the fight is in the AI package, and then it cannot be rooted out with simple faction checks and disposition adjustments.


If you want to shed some more light in this, use the console to find out

1. What npc1.samefaction npc2 returns

2. What npc1.getaggression AND npc2.getaggression return

3. What npc1.getdisposition npc2 AND npc2.getdisposition npc1 return


That way I can tell if the mod is either not working as it should, or it′s working as as intended and but the rules don′t seem to apply, and so on.
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Tiffany Carter
 
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Post » Thu Mar 31, 2011 10:10 am

So I'm wondering how this will affect Player/NPC reactions. Will an NPC automatically stop fighting with me if we both happen to be part of the same faction, or will I still need to use the Yield function? Or will a hostile reaction in the case of friendly fire be impossible in the first place? It would be nice if that were the case frankly. I find it annoying that someone will turn on me in the heat of battle simply because they got in my way. Which happens quite a bit when there's multiple actors in the scene. That's why I never play with a companion.
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hannah sillery
 
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Post » Thu Mar 31, 2011 3:25 am

Reman Broder was one of the ones I was having problems with in my game too. Although I also had problems with Tamika and Bernadete - that's when I discovered it was Ulrim's Horses. This is all before Skycaptain's mod came out.

Locksley - you aren't running Ulrim's Horses, are you?
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Isabel Ruiz
 
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Post » Thu Mar 31, 2011 12:17 pm

So I'm wondering how this will affect Player/NPC reactions. Will an NPC automatically stop fighting with me if we both happen to be part of the same faction, or will I still need to use the Yield function? Or will a hostile reaction in the case of friendly fire be impossible in the first place? It would be nice if that were the case frankly. I find it annoying that someone will turn on me in the heat of battle simply because they got in my way. Which happens quite a bit when there's multiple actors in the scene. That's why I never play with a companion.


yarr i saw the other day two imperial forest legion guards or w/e fighting each other, i was like wtD? then i killed one and the other got me into jail

though i dont play with companions... im a lone wolf, that and companions are just like npc, wish the had special abilities depending on classes... (yeh.. tank, healer and dps, thanks)

changelog

0.1 added
0.2 changed "yeah" with "yarr"
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Anne marie
 
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Post » Thu Mar 31, 2011 8:46 am

So I'm wondering how this will affect Player/NPC reactions. Will an NPC automatically stop fighting with me if we both happen to be part of the same faction, or will I still need to use the Yield function? Or will a hostile reaction in the case of friendly fire be impossible in the first place? It would be nice if that were the case frankly. I find it annoying that someone will turn on me in the heat of battle simply because they got in my way. Which happens quite a bit when there's multiple actors in the scene. That's why I never play with a companion.


In my experience that is usually not a problem. As long as the allied NPC is engaged in battle he will just yell out "Hey, I'm on your side!".
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JeSsy ArEllano
 
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Post » Thu Mar 31, 2011 7:19 am

Actually the UOPS has a fix for the Imperial Legion foresters. Apparently the reason they fight is because a deer only has one meat in it's inventory, so when the first one loots the meat, the second one thinks he's stolen it and voila, they fight. The UOPS changes deer so that there's more than one meat in the inventory when killed and also has a script on the foresters to prevent them from fighting each other. I know all this because I had to incorporate these changes into another mod I was running.

Amazing how often these conflicts are over food!

Skycaptain, you might want to check the changes the UOPS has made in this regard.
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katsomaya Sanchez
 
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Post » Thu Mar 31, 2011 1:22 pm

So I'm wondering how this will affect Player/NPC reactions. Will an NPC automatically stop fighting with me if we both happen to be part of the same faction, or will I still need to use the Yield function? Or will a hostile reaction in the case of friendly fire be impossible in the first place? It would be nice if that were the case frankly. I find it annoying that someone will turn on me in the heat of battle simply because they got in my way. Which happens quite a bit when there's multiple actors in the scene. That's why I never play with a companion.


I intentionally left out NPC/player reactions, because there′s no telling if you actually attacked the NPC and so he/she SHOULD be fighting you.

Also it′s easy for the player to just yeild if he wants to, AND there′s already a bunch of mods that help with NPC/player reactions, so anyone can choose whether or not to use them. :)

Actually the UOPS has a fix for the Imperial Legion foresters. Apparently the reason they fight is because a deer only has one meat in it's inventory, so when the first one loots the meat, the second one thinks he's stolen it and voila, they fight. The UOPS changes deer so that there's more than one meat in the inventory when killed and also has a script on the foresters to prevent them from fighting each other. I know all this because I had to incorporate these changes into another mod I was running.

Amazing how often these conflicts are over food!

Skycaptain, you might want to check the changes the UOPS has made in this regard.


I wonder what happens if you run this mod. Is it enough that this mod stops the fight and checks the dispositions, OR is there crime gold involved?
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HARDHEAD
 
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Post » Thu Mar 31, 2011 7:46 am

Reman Broder was one of the ones I was having problems with in my game too. Although I also had problems with Tamika and Bernadete - that's when I discovered it was Ulrim's Horses. This is all before Skycaptain's mod came out.

Locksley - you aren't running Ulrim's Horses, are you?

Yes I am.
What shall I look for to fix it? I've already made a bunch of changes in that esp but it never struck me to check for something like that.

Thanks for the heads up :foodndrink:
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Jacob Phillips
 
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Post » Thu Mar 31, 2011 12:58 pm

So I'm wondering how this will affect Player/NPC reactions. Will an NPC automatically stop fighting with me if we both happen to be part of the same faction, or will I still need to use the Yield function? Or will a hostile reaction in the case of friendly fire be impossible in the first place? It would be nice if that were the case frankly. I find it annoying that someone will turn on me in the heat of battle simply because they got in my way. Which happens quite a bit when there's multiple actors in the scene. That's why I never play with a companion.



Doesn't Duke Patrick's friendship ring fix that? I haven't used a companion yet for it.
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Stephanie I
 
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Post » Thu Mar 31, 2011 9:41 am

Hmm...the mod seems to work as it should, but the script fails for some reason. I went into Ganedhrel's house again and yet again the dogs attack each other (in Dog's name - why?!?) and NPCFF kicks in, but as you can see from the screenshot the http://bildr.no/view/742873
Does it require OBSE 19? I have version 18.6 18 installed.
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Life long Observer
 
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Post » Thu Mar 31, 2011 8:17 pm

Yes I am.
What shall I look for to fix it? I've already made a bunch of changes in that esp but it never struck me to check for something like that.

Thanks for the heads up :foodndrink:


FOOD! Again :) Ulrim's adds horse meat to horse corpses! This took a while to track down, but when people like Tamika or Bernadete started getting killed, I knew something was amiss. I removed all the items from the horses' inventories and that has fixed it for me. It was so bad in my games, that I don't think I had a horse stablehand left! These are the guys that are always hanging around outside of stables. When I rode up, they would either start attacking my horse or just go nuts on the horses in the pasture. The guards would come running and that was it, another dead stablehand.

I posted this issue in the Ulrim's Horses download page on Nexus, but I don't think he's been around lately. He was working on an upgrade earlier in the year, but hasn't been active lately.

Unfortunately horses are members of the prey faction, so adding meat to their inventory turned out to be a bad idea... Deer are also prey with meat, so that can cause some issues too. Fortunately they aren't owned by anyone, so the conflicts are usually limited to the Imperial Foresters that are both going after the same animal, as I described previously. The UOPS has a fix for the Forester issue.

It's funny all the little things you have to consider sometimes when you start changing how things work in-game!
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RUby DIaz
 
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Post » Thu Mar 31, 2011 8:50 am


Does it require OBSE 19? I have 18.6 installed.


Do you mean 18beta6? Version 18 has been finalized for awhile now, you shouldn't be using any of the beta versions of it.
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Alada Vaginah
 
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Post » Thu Mar 31, 2011 2:27 pm

Do you mean 18beta6? Version 18 has been finalized for awhile now, you shouldn't be using any of the beta versions of it.


I'm using version 18 - the one after 18 Beta 6 according to the change log.
Heh, little brainfart there - though of 18 Beta 6 as 18.6
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Jeff Tingler
 
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Post » Thu Mar 31, 2011 5:52 pm

FOOD! Again :) Ulrim's adds horse meat to horse corpses! This took a while to track down, but when people like Tamika or Bernadete started getting killed, I knew something was amiss. I removed all the items from the horses' inventories and that has fixed it for me. It was so bad in my games, that I don't think I had a horse stablehand left! These are the guys that are always hanging around outside of stables. When I rode up, they would either start attacking my horse or just go nuts on the horses in the pasture. The guards would come running and that was it, another dead stablehand.

I posted this issue in the Ulrim's Horses download page on Nexus, but I don't think he's been around lately. He was working on an upgrade earlier in the year, but hasn't been active lately.

Unfortunately horses are members of the prey faction, so adding meat to their inventory turned out to be a bad idea... Deer are also prey with meat, so that can cause some issues too. Fortunately they aren't owned by anyone, so the conflicts are usually limited to the Imperial Foresters that are both going after the same animal, as I described previously. The UOPS has a fix for the Forester issue.

It's funny all the little things you have to consider sometimes when you start changing how things work in-game!

Okay, thank you; that was an easy fix :hehe:
I'll just go through the esp again.

Thanks again!
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Monique Cameron
 
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Post » Thu Mar 31, 2011 8:03 am

Hmm...the mod seems to work as it should, but the script fails for some reason. I went into Ganedhrel's house again and yet again the dogs attack each other (in Dog's name - why?!?) and NPCFF kicks in, but as you can see from the screenshot the http://bildr.no/view/742873
Does it require OBSE 19? I have 18.6 installed.


The mod is compiled with latest v19, so it′s possible I have missed some info regarding compiling mods with it.

What I mean is that I didn′t use any new v19 functionality, but apparently you still need v19 to use it.
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kasia
 
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Post » Thu Mar 31, 2011 3:47 pm

The mod is compiled with latest v19, so it′s possible I have missed some info regarding compiling mods with it.

What I mean is that I didn′t use any new v19 functionality, but apparently you still need v19 to use it.


Confirmed. Others have reported this too. You will need to compile with v18 to remove that dependency.

And v18 final is 18.6. Version 18 beta 6 is 18.5 - in reference to some of the previous posts...
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JLG
 
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Post » Thu Mar 31, 2011 1:27 pm

Yeah, kinda why I mentioned it. Sorry, I should have been more clear than just writing that I re-compiled it :facepalm:

@andalaybay: should be allright to add horse meat death item, wouldn't it? Not that it matters much, but when it's already there...

Cheers!
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Amanda Furtado
 
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Post » Thu Mar 31, 2011 3:06 pm

OK, I recompiled the scripts and entered G's house again. Yet again the dogs fight each other, but I get no error messages.
So now the scripts are working, but yet the dogs keep fighting. Or does the mod only work on critters classified as NPCs?

Anyway, the real mystery is why the dogs keep attacking each other, every time. Even when I resurrect them, they start fighting again. The surviving dog attacks me if I draw a weapon.
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alicia hillier
 
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Post » Thu Mar 31, 2011 9:49 am

OK, I recompiled the scripts and entered G's house again. Yet again the dogs fight each other, but I get no error messages.
So now the scripts are working, but yet the dogs keep fighting. Or does the mod only work on critters classified as NPCs?

Anyway, the real mystery is why the dogs keep attacking each other, every time. Even when I resurrect them, they start fighting again. The surviving dog attacks me if I draw a weapon.


Did you disable the mod temporarily, so that if the script was broken in your save it got restarted propely?


The script sweeps creatures as well (all forms of type 69, which is "Actor", creature is type 36, NPC type 35).

You can easily check why the script is not helping, as stated in the readme as well. Use the "samefaction targetDogId" console command on one of the dogs, to see if they even share a faction. Then, use "getAVDisposition targetDogId" on it. Then, use "getAVAggression" on it.


1. If the "samefaction" returns 0, this mod wont help those dogs.

2. If the disposition is lower than agression, something is wrong:
-> If the dogs DO share a faction, the script is not running or something.
-> else, see point 1.

3. If the dogs share a faction, and the disposition is equal or higher than the aggression, it looks like the mod did what it does, but something else (AI behaviour) is forcing the dogs to keep at it.
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DAVId MArtInez
 
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Post » Thu Mar 31, 2011 11:39 am

Yeah, kinda why I mentioned it. Sorry, I should have been more clear than just writing that I re-compiled it :facepalm:

@andalaybay: should be allright to add horse meat death item, wouldn't it? Not that it matters much, but when it's already there...

Cheers!


Not quite sure what you mean, but will respond in case I am following you correctly :) As I understand it, having meat in a horses inventory means that it's lootable when they die. Is there a separate setting that would only provide meat on death? If so, then I would think that this would still be a problem. As long as horses are part of the prey faction and yield meat when killed, then I think NPC's will hunt them. Combine that with the ownership flag and fighting starts. I didn't find anything other than horses having meat in their inventory, so that is what I removed.
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Julie Serebrekoff
 
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Post » Thu Mar 31, 2011 9:41 am

OK, I recompiled the scripts and entered G's house again. Yet again the dogs fight each other, but I get no error messages.
So now the scripts are working, but yet the dogs keep fighting. Or does the mod only work on critters classified as NPCs?

Anyway, the real mystery is why the dogs keep attacking each other, every time. Even when I resurrect them, they start fighting again. The surviving dog attacks me if I draw a weapon.


PetrusO, can you have a look at those dogs with TES4Edit? I'm wondering if you have a mod that's changing them somehow. I've never had an issue with them attacking each other or anybody else for that matter. As I mentioned previously, I've heard of problems if you enter the house with a weapon drawn, but that doesn't sound like that's the case here.
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Tiffany Castillo
 
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Post » Thu Mar 31, 2011 5:59 pm

Did you disable the mod temporarily, so that if the script was broken in your save it got restarted propely?


The script sweeps creatures as well (all forms of type 69, which is "Actor", creature is type 36, NPC type 35).

You can easily check why the script is not helping, as stated in the readme as well. Use the "samefaction targetDogId" console command on one of the dogs, to see if they even share a faction. Then, use "getAVDisposition targetDogId" on it. Then, use "getAVAggression" on it.


1. If the "samefaction" returns 0, this mod wont help those dogs.

2. If the disposition is lower than agression, something is wrong:
-> If the dogs DO share a faction, the script is not running or something.
-> else, see point 1.

3. If the dogs share a faction, and the disposition is equal or higher than the aggression, it looks like the mod did what it does, but something else (AI behaviour) is forcing the dogs to keep at it.


OK, I loaded an earlier save from when this mod was not installed, headed for G's house and saved.
After some testing I found out that the two dogs share the same faction and their Aggressiveness is 15, both of which is the same values I find in TES4EDIT. However their Disposition to each other is 0.00, so I think some global script must be in effect here.
When I lower their Aggressiveness to 0 they no longer attack each other and they no loner react when I draw a weapon.

Now I just have to find out which of my 400 mods mess with the dogs' disposition....must be something global, cause I can't find anything when looking at the dogs and the cell in TES4EDIT and Form ID does not show any scripts.
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BEl J
 
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Post » Thu Mar 31, 2011 8:55 am

OK, I loaded an earlier save from when this mod was not installed, headed for G's house and saved.
After some testing I found out that the two dogs share the same faction and their Aggressiveness is 15, both of which is the same values I find in TES4EDIT. However their Disposition to each other is 0.00, so I think some global script must be in effect here.
When I lower their Aggressiveness to 0 they no longer attack each other and they no loner react when I draw a weapon.

Now I just have to find out which of my 400 mods mess with the dogs' disposition....must be something global, cause I can't find anything when looking at the dogs and the cell in TES4EDIT and Form ID does not show any scripts.


Well that′s odd, cause then this mod should help. What should happen is that it calls "stopcombat" while setting their dispositions towards each other to 15 (unless you added extra in the ini).


I′m uploading a debug mode message version in 2min. It has a 3rd ini setting that′s 1 on default, which means you can see it print on the console what it does.
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David Chambers
 
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Post » Thu Mar 31, 2011 1:14 pm

Argh! Stupid BAIN didn't install the INI file since it was in the "wrong" directory.
I'll reinstall the mod and see if that changes things.

EDIT: looking at it, I see that it's not mandatory, so never mind.
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Liv Brown
 
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