"Dead" NPC's

Post » Fri Dec 02, 2011 11:06 am

There are many npc's that are named DEAD, and the only thing I can see in common is the zero heath stat. My question is..... I want to have a dead npc(s), so is the zero heath the only stat I have to set to have them "drop dead" right where I place them? I need to place a trigger where the body is located.
Thanks.
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~Amy~
 
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Post » Fri Dec 02, 2011 8:56 am

Yes, setting health to 0 is the main thing. In addition, you may want the body to be "fallen over" to look dead. After applying the multibounds fix described in the faq here, you should select the NPC and click the "Run Havok" button in the top toolbar. This will cause it to run havok physics simulation and ragdoll to the ground.

I have to admit, I have done this, and still found the #%^(@* NPC wandering around live sometimes, and I do not know why. If you find this, and you can solve it, please update here. Making sure the dead NPC had no script and no AI packages seems to help.
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Scott Clemmons
 
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Post » Fri Dec 02, 2011 5:42 pm

Yes, setting health to 0 is the main thing. In addition, you may want the body to be "fallen over" to look dead. After applying the multibounds fix described in the faq here, you should select the NPC and click the "Run Havok" button in the top toolbar. This will cause it to run havok physics simulation and ragdoll to the ground.

I have to admit, I have done this, and still found the #%^(@* NPC wandering around live sometimes, and I do not know why. If you find this, and you can solve it, please update here. Making sure the dead NPC had no script and no AI packages seems to help.

Great!...thanks. You talk about the multibounds fix in the faq--------I can't locate the faq you are talking about. Could you give me a link or more specific directions to it?
Edit...I think I found what you were speaking of......thanks again for the havoc tip.
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Oyuki Manson Lavey
 
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Post » Fri Dec 02, 2011 10:01 am

http://www.gamesas.com/index.php?/topic/1148040-how-to-fix-lighting-havok-and-rendering-issues/

And if you want to make sure it stays dead, you could always attach a script with something like:

begin OnLoad
MyDeadPersonREF.Kill
end

This makes it so that if it happens to be alive, when you load the cell the game kills it off again. Doesn't have any harm if it's already dead, but I wouldn't suggest doing this if you have loads of dead bodies.
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ANaIs GRelot
 
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Post » Fri Dec 02, 2011 7:55 am

Thanks...I'll do that as well. So far I just have the one npc, but I don't want him Zombie-ing off since he is a quest target. :celebration:
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Reven Lord
 
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Post » Fri Dec 02, 2011 8:58 pm

snip
I have to admit, I have done this, and still found the #%^(@* NPC wandering around live sometimes, and I do not know why. If you find this, and you can solve it, please update here. Making sure the dead NPC had no script and no AI packages seems to help.


I had this problem but found out I needed to start off with a fresh save, and making you .esp into an.esm helps out with AI issues as well.

bigcrazewolf
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Pants
 
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Post » Fri Dec 02, 2011 10:54 am

Thanks for the suggestions. The "dead NPC walking" was reported as a bug in one of my mods, where I had distributed an esm, and it was the first time in the game with no save at all.
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Rob Smith
 
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Post » Fri Dec 02, 2011 4:24 pm

Thanks for the suggestions. The "dead NPC walking" was reported as a bug in one of my mods, where I had distributed an esm, and it was the first time in the game with no save at all.

I hope it helps....btw "Dead NPC Walking" :thumbsup: really good movie :biggrin:

bigcrazewolf
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The Time Car
 
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Post » Fri Dec 02, 2011 6:03 pm

Works like a charm, everyone....I've run it 10 times and he hasn't walked away yet. Thanks all! :celebration:
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Cagla Cali
 
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