custom Foolhardy creatures are fleeing immediately. Help?

Post » Mon Mar 14, 2011 1:21 pm

So the mod I made has two custom creatures that are set to a "Foolhardy" confidence level (meaning they will NOT EVER FLEE) and yet one of them flees whenever I do anything (a modified Deathclaw), and the other flees immediately upon detecting the player (a modified Super Mutant Behemoth). Has anyone ever encountered this problem before?

I know that the determining value for an NPC to flee is based on DPS and Health, and the creatures' healths are relatively high (19000 and 23000 respectively) so I thought that might be the problem, but there are NPCs that have higher health than that and don't run (Fawkes comes to mind).
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Rhi Edwards
 
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Post » Mon Mar 14, 2011 4:16 pm

Does the room / place where you encounter them have Navmesh? Are the creatures in some location that is in normal out-of-the-box game or are they in a custom mod location?
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Mikkis
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Emily abigail Villarreal
 
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Post » Mon Mar 14, 2011 8:27 pm

Does the room / place where you encounter them have Navmesh? Are the creatures in some location that is in normal out-of-the-box game or are they in a custom mod location?
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Mikkis


No, I guess that's the problem. I haven't had much experience creating my own cells in the GECK, so I was operating solely on knowledge of the TES III Construction Set. That helped, thanks!
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Chrissie Pillinger
 
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