Preventing a Troll from Following player to next cell by Scr

Post » Fri Apr 08, 2011 12:30 am

Hi, I've made a Troll in a pit. Yeah!


This pit was created as a place where bones & skulls get dumped after some unlucky adventurers got themselves killed by dremora's. But then I noticed a problem: if the player falls into this pit with no exit-way at all, the player would be forced to use a cheat like ' TCL ' in the command-console to get out. So I've made a big nasty Troll with superman-like powers which kills the player with only a few blows... (The Troll functions like a living KillBox)

But this solution created a new problem: if the player leaves the cell the Troll will follow, but the exit-less pit suggests to the player he can't.

I need help with creating a script which prevents the Troll (with a big 'S' on his chest) from following the player beyond the borders of his own cell.


dutch666
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OJY
 
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Post » Thu Apr 07, 2011 10:33 pm

Hi, I've made a Troll in a pit. Yeah!


This pit was created as a place where bones & skulls get dumped after some unlucky adventurers got themselves killed by dremora's. But then I noticed a problem: if the player falls into this pit with no exit-way at all, the player would be forced to use a cheat like ' TCL ' in the command-console to get out. So I've made a big nasty Troll with superman-like powers which kills the player with only a few blows... (The Troll functions like a living KillBox)

But this solution created a new problem: if the player leaves the cell the Troll will follow, but the exit-less pit suggests to the player he can't.

I need help with creating a script which prevents the Troll (with a big 'S' on his chest) from following the player beyond the borders of his own cell.


dutch666

Just give the troll less than 30 intelligence and turn off low level processing. That should solve the problem. If not, you can always script a cell reset or force the actor(s) to stop combat after the player leaves the cell.
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R.I.P
 
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Post » Thu Apr 07, 2011 7:17 pm

Easiest method would be to place a door for the player to escape (maybe place a key in a visible spot in the pit that the player must grab to open the door) and lower the Goblins Intellect low enough so he will not use doors (IIRC Less than 30 Int and they will not use doors)
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Evaa
 
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Post » Thu Apr 07, 2011 6:19 pm

Just give the troll less than 30 intelligence and turn off low level processing. That should solve the problem. (...)


Ok, let's see if that works.
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Catherine N
 
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Post » Fri Apr 08, 2011 7:39 am

Just give the troll less than 30 intelligence and turn off low level processing. That should solve the problem. (...)


It worked! Thank you!


@ JDFan: although your solution was the most logical one, the purpose of the pit changed during modding: turning it into a deathtrap became one of the main goals of this particular part of my Mod.

But thanks for the suggestion!


dutch666
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remi lasisi
 
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Post » Fri Apr 08, 2011 5:35 am

@ JDFan: although your solution was the most logical one, the purpose of the pit changed during modding: turning it into a deathtrap became one of the main goals of this particular part of my Mod.

Weeell, there is also the function of restricting usage to minimum when double-clicking a door reference ^_^ IIRC, it makes the door "invisible" to NPCs and Creatures :D
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Jonny
 
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Post » Fri Apr 08, 2011 12:06 am

I was aware about that option, but if the 'Hidden' box would be checked the other NPC's and Creatures would also not be able to use that door.
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Amanda Furtado
 
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Post » Thu Apr 07, 2011 6:50 pm

I was aware about that option, but if the 'Hidden' box would be checked the other NPC's and Creatures would not be able to use that door.

Well, then there is also Sub-spaces :D Just corner the troll with them and it shouldn't be able to follow.
Nah, maybe it's best to just lower it's INT. I like stupid trolls more than super-intelligent ones :D
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Bek Rideout
 
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Post » Fri Apr 08, 2011 1:47 am

Indeed, much INT isn't needed: they only have to kick our ...

Well, then there is also Sub-spaces :D Just corner the troll with them and it shouldn't be able to follow.


Sub-spaces?
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chloe hampson
 
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Post » Fri Apr 08, 2011 7:55 am

Sub-spaces?

http://cs.elderscrolls.com/constwiki/index.php/SubSpace They can be used to make separate worldspaces within one worldspace. They are very useful sometimes :P
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BrEezy Baby
 
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Post » Fri Apr 08, 2011 8:33 am

Interesting... Thanks!
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matt oneil
 
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Post » Fri Apr 08, 2011 7:20 am

Now I remember something:

I ignorently deleted some of those blue-boxes a year ago from a Sigil-tower's top floor inside realm-01 of my Mod... It totally screwed up the whole cell!

!
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sarah simon-rogaume
 
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Post » Thu Apr 07, 2011 11:34 pm

Now I remember something:

I ignorently deleted some of those blue-boxes a year ago from a Sigil-tower's top floor inside realm-01 of my Mod... It totally screwed up the whole cell!

!

:D Bad luck :P
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cassy
 
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Post » Fri Apr 08, 2011 5:34 am

Yeah, the removel of those blue-boxes made it impossible for the player to step close to some of the walls of Sigillum Sanguis: You just would bounce right back!
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