How do you get hostile NPCs to stay in place?

Post » Tue May 20, 2014 11:23 am

I can't figure it out for the life of me.

I'm trying to add a sniper in the ruined building next to some mannequins at Paradise Falls, but no matter what I do, she always walks off of it the moment a fight breaks out (often landing into the slave pen, lol). I've tried using collision boxes but to no avail. She somehow finds a way through. I'm still sort of new to the GECK, so any help would be very much appreciated.

EDIT: And instead of making another topic, I might as well ask this here too.. Is there a way to fix the race bug? Whenever I make a black/Asian/Hispanic NPC, their body remains white. I've looked around with no clear-cut answer. Thanks in advance.

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Nathan Risch
 
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Joined: Sun Aug 05, 2007 10:15 pm

Post » Tue May 20, 2014 1:36 pm

Problem with some of the packages, is once the NPC enter's combat mode, the Sandbox and Patrol packages are ignored. Instead, try the following:

Change the AI Package to Guard, and then check the Flag to say "Continue During Combat"

This should keep the NPC in place, at least in relation to the markers you set. You can also look at the Sniper in Minefield and see how he is set up if this does not work.

http://geck.gamesas.com/index.php?title=Guard_Package

As for the White Bodies, try this INI Tweak, find the line, make it look like this:

bLoadFaceGenHeadEGTFiles=1

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Ilona Neumann
 
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Post » Tue May 20, 2014 10:23 am

Thanks. It worked.

Also, I did as you said and changed the line. Didn't work. Is there another way?

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Your Mum
 
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Post » Tue May 20, 2014 12:47 pm


Apparently changing the mod to an esm file, instead of an esp, fixes the issue. I've never actually tried it to see if that's the case though. But since you can't edit an esm directly, it has to be the very last thing you do.
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Dale Johnson
 
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