1) If no enemies are present(in the cell or area) and the player's 'group' walks upon dead bodies- don't flee or change their ai package. It's more of a discovery rather than an immediate threat that would cause them to run around wildly. 2) NPC's in combat should completely ignore fleeing unless they are actually 'helpless'(loses are break their weapon) then fleeing is an option. 3) If an npc, including companions loose a massive chunk of health, or are at 'close to death' go into flee mode. As that would make sense, kind of..
Looks like this affects companions as well. At the moment I have Brisa and Bittercup, and I went into a small grocer with two radroaches in it. The first one I killed, but the second one aggro'd on me, which in turn made one of my companions kill it.
Then, they both went into panic mode and started fleeing, while still following me. It wore off in about 5 seconds, though.
yes. it affects all non animal npcs. it should wear off in 2 seconds and they say something like grenade etc.
however. now that i think about it. seeems what happens is they go out of combat mode once they kill something and they will start panicking the second after. makes sense. i mean makes sense based on the script. but that is not desired behaviour.
because you didn't kill the animal an npc token got added and makes them yell grenade etc. interesting! there is no way to check who killed what.
that npc feature was experimental. you think it really necessary ? can be easily removed.
or maybe can be optional ..i should make a menu or something like that.
you know what im gonna do.im gonna mark npcs around the body that are in combat..and once combat ends npcs that are maked (ie were in combat) will not react because they just fought someone and are ready for more not scared anymore
wait no you can check who killed what...using isKiller oh yea..THANKS ..ill simply make the ones that did not kill react..brisa will be scared but bittercup wont if she killed the roach ..is more acceptable??
hey i did a simple fix im gonna update it soon NPC reactions for dead bodies you didn't kill won't trigger for teammates (but temporary companions will still do it) and for the ones that did the killing .
Most excellent! I loved RKR, and this enhanced version is even better. Great work
EDIT: I went to the Train Tunnel to start The Pitt, and when I arrived the slaves and the slavers were set to flee. I think it's because there is a dead body in the holding pen, and this mod applies the flee package to everyone because of that.
yes. any dead body pre-placed or not people start freaking out when you're around thinking is dead. I don't know how to detect pre-placed actors. One way to do it also a hack is detect actors that are in combat and mark them for variable10 1 then if those actors are dead and have variable10 marked for 1 then trigger flee else don't . That will only trigger for players that you witness dying.
HMm.. I am working on it smoothing it out right now
But they should revert back to default in like 2 sec. If there is no threat they revert to their default state and if there is a threat they will go to their ai package and ignore the flee.
Just my five cents about compatibility. For full compatibility with Simple Realism I've deleted next records in Simple Realism.esp: Simple Realism.esp \ Game Setting \ XX00DB25 <fDetectionEventExpireTime> Simple Realism.esp \ Game Setting \ XX00DB26 <fDetectionViewCone> Simple Realism.esp \ Game Setting \ XX00DB27 <fCombatDetectionLostTime> Simple Realism.esp \ Game Setting \ XX00DB29 <fDistanceProjectileExplosionDetection> With this records I couldn't finish CG02 quest at Vault 101. At the very beginning of birthday party dad didn't want to move anywhere.
About Arwen Realism Tweaks. CG02 quest is OK, Vault 101 is OK. But I deleted ART mod because another reasons. See ART thread if you interesting.
fDistanceProjectileExplosionDetection I don't modify that value in this mod but the other ones yes.
That bug is from Enhanced camera or The Skeleton I think. To be honest I don;t know why that happens. It did happen to me with and withour RKR. But I have fixed that in my last version of my other mod CB. I added extra code to make sure the dialogue happens and that Amata will speak with you. I enable player controls right after you get your pipboy. What happens is the game thinks Amata and Dad are too far from you to initiate conversation so they just hang there. Not sure why ! Only happens when using mods esp Enhanced Camera, stutter removal plugin, The Skeleton . But those are quintessential mods so NO I can;t play without them. So I fixed that.
Tthe whole intro game isa huge hack. HUGE HACK. If one variable is off whole game is off. Just enable RKR once after vault 101 stage safest best. RKR should not affect anything other than create trigger reactions to things you kill .
note that this code has been optimized even further but i haven't released the cod yet too busy ..the new code cuts even more corners and smooths out performance by making triggers happen at random times within the specified detection time (usually 2 sec) and also for bodies you didnt kill npcs now yell grenade/help/aaaa/watch out thinking is some imminent threat then go back to business . ill update it soon.
regarding combat enhanced tactics it should be compatible. in fact this mod should be compatible with anything. all it does it looks for npcs around that are dead and adds this special armor that acts like a beacon . and only 1 game setting changed and that is how long they look for you. if that changes it no biggie .
scripting tutorials you need to look around . i been slowly learning this stuff myself. best place is this http://geck.bethsoft.com/index.php?title=Main_Page (complete wiki on most geck functions ) and this http://fose.silverlock.org/fose_command_doc.html if you use FOSE. i heartly recommend fose over vanilla more scripting power and versatility and way more fun coding with fose. in fact you can do twice as much with fose than without. if you have any questions any time shoot me a message. also find this guy Cipscis and contact him with hard scripting questions. he's awesome helpful dude and knows everything.
23 comments
1) If no enemies are present(in the cell or area) and the player's 'group' walks upon dead bodies- don't flee or change their ai package. It's more of a discovery rather than an immediate threat that would cause them to run around wildly.
2) NPC's in combat should completely ignore fleeing unless they are actually 'helpless'(loses are break their weapon) then fleeing is an option.
3) If an npc, including companions loose a massive chunk of health, or are at 'close to death' go into flee mode. As that would make sense, kind of..
Then, they both went into panic mode and started fleeing, while still following me. It wore off in about 5 seconds, though.
Oh, I'm using v2 if it helps.
-IAreBob
however. now that i think about it. seeems what happens is they go out of combat mode once they kill something and they will start panicking the second after. makes sense. i mean makes sense based on the script. but that is not desired behaviour.
because you didn't kill the animal an npc token got added and makes them yell grenade etc. interesting! there is no way to check who killed what.
that npc feature was experimental. you think it really necessary ? can be easily removed.
or maybe can be optional ..i should make a menu or something like that.
you know what im gonna do.im gonna mark npcs around the body that are in combat..and once combat ends npcs that are maked (ie were in combat) will not react because they just fought someone and are ready for more not scared anymore
wait no you can check who killed what...using isKiller oh yea..THANKS ..ill simply make the ones that did not kill react..brisa will be scared but bittercup wont if she killed the roach ..is more acceptable??
NPC reactions for dead bodies you didn't kill won't trigger for teammates (but temporary companions will still do it) and for the ones that did the killing .
EDIT: I went to the Train Tunnel to start The Pitt, and when I arrived the slaves and the slavers were set to flee. I think it's because there is a dead body in the holding pen, and this mod applies the flee package to everyone because of that.
HMm.. I am working on it smoothing it out right now
But they should revert back to default in like 2 sec. If there is no threat they revert to their default state and if there is a threat they will go to their ai package and ignore the flee.
Simple Realism.esp \ Game Setting \ XX00DB25 <fDetectionEventExpireTime>
Simple Realism.esp \ Game Setting \ XX00DB26 <fDetectionViewCone>
Simple Realism.esp \ Game Setting \ XX00DB27 <fCombatDetectionLostTime>
Simple Realism.esp \ Game Setting \ XX00DB29 <fDistanceProjectileExplosionDetection>
With this records I couldn't finish CG02 quest at Vault 101. At the very beginning of birthday party dad didn't want to move anywhere.
About Arwen Realism Tweaks. CG02 quest is OK, Vault 101 is OK. But I deleted ART mod because another reasons. See ART thread if you interesting.
That bug is from Enhanced camera or The Skeleton I think. To be honest I don;t know why that happens. It did happen to me with and withour RKR. But I have fixed that in my last version of my other mod CB. I added extra code to make sure the dialogue happens and that Amata will speak with you. I enable player controls right after you get your pipboy. What happens is the game thinks Amata and Dad are too far from you to initiate conversation so they just hang there. Not sure why ! Only happens when using mods esp Enhanced Camera, stutter removal plugin, The Skeleton . But those are quintessential mods so NO I can;t play without them. So I fixed that.
Tthe whole intro game isa huge hack. HUGE HACK. If one variable is off whole game is off. Just enable RKR once after vault 101 stage safest best. RKR should not affect anything other than create trigger reactions to things you kill .
note that this code has been optimized even further but i haven't released the cod yet too busy ..the new code cuts even more corners and smooths out performance by making triggers happen at random times within the specified detection time (usually 2 sec) and also for bodies you didnt kill npcs now yell grenade/help/aaaa/watch out thinking is some imminent threat then go back to business . ill update it soon.
http://www.nexusmods.com/fallout3/mods/7565
Downloaded now, sounds really promising. just got few questions.
- do you think its compatible with "Combat Enhanced-Tactics by IAR80 and taylorsd"
http://www.nexusmods.com/fallout3/mods/6492/?
- could you please tell me where to find some scripting tutorials for fallout 3 ?
Thanks for improving peekaboom's mod, well done !
regarding combat enhanced tactics it should be compatible. in fact this mod should be compatible with anything. all it does it looks for npcs around that are dead and adds this special armor that acts like a beacon . and only 1 game setting changed and that is how long they look for you. if that changes it no biggie .
scripting tutorials you need to look around . i been slowly learning this stuff myself. best place is this http://geck.bethsoft.com/index.php?title=Main_Page (complete wiki on most geck functions ) and this http://fose.silverlock.org/fose_command_doc.html if you use FOSE. i heartly recommend fose over vanilla more scripting power and versatility and way more fun coding with fose. in fact you can do twice as much with fose than without. if you have any questions any time shoot me a message. also find this guy Cipscis and contact him with hard scripting questions. he's awesome helpful dude and knows everything.