LongDukDong Posted May 30, 2018 Posted May 30, 2018 You may have come across an issue with an NPC being unresponsive. Testing to see if the NPC is alive with the IsDead command, it turns out that the NPC is alive already, though you can access the NPC's inventory. Using the 'GetKnockedState' test, you can see it is knocked out, either too fatigued or with a paralyze flag preventing its movement. And running a test with the GetAV command to see if its NPC score is less than 1, yeah... the score is below 1. In fact, while trying to use SetAV to raise the Fatigue up to 100, a repeated test returns the Fatigue to a less-than-1 score. Has anyone come across this issue? And has anyone SOLVED this issue?
SirDuke Posted May 30, 2018 Posted May 30, 2018 Did you try "getUnconscious"? (While 1 IS and 0 IS NOT) Or " SetUnconscious 0"?
Gaebrial Posted May 30, 2018 Posted May 30, 2018 Are you running MMM or FCOM? One of the features of MMM's wounding system is that an NPC can 'play dead'. Their fatigue is forced to a negative number for a duration. If the threat goes away, they should get up when your back is turned and you're a certain distance away from them. If it's not that, you could try using ForceAV instead of ModAV (SetAV won't work) or, failing that, Resurrect 1.
fejeena Posted May 30, 2018 Posted May 30, 2018 EDIT: Oh I overlooked the "un". So all below is useless: Use Refscope to check items and spells ( including diseases). Check Endurance, Strength, Agility, and Willpower, all 0 = fatigue 0 --------------- do not read it --------------------------- I use in my "fuck unconscious quests" NPCRef.ModAV2 Fatigue -500 The NPC wake up after some time (The NPC restore the stamina himself) ____________________________________________________________________ You know/have BravilUnderground, then you know the recommended Mod Budongs Narcolepsy Spell: http://oblivion.nexusmods.com/mods/9983/? It's a target spell: The time of unconscious is the spell duration. The -10000 fatigue should prevent that the target wake up before the end of the spell duration. The script: ref sleepTarget Begin ScriptEffectStart set sleepTarget to GetSelf sleepTarget.ModAV fatigue -10000 sleepTarget.SetUnconscious 1 End Begin ScriptEffectUpdate End Begin ScriptEffectFinish sleepTarget.ModAV fatigue 10000 sleepTarget.SetUnconscious 0 End _____________________ Or see the Slaver's Club (LoversSlaveTrader.esp) It use the magic effect PARA "Paralyze" [MGEF:00001887] And the [LST] Special Skooma ( LoversSlaveTrader.esp) me.AddSpell xLSTabKnockDown ; It also add the magic effect PARA "Paralyze" [MGEF:00001887] me.PushActorAway me 1 __________________________ If the effect should not start immediately you add a item to reduce the fatigue . ( and remove it after some time or fatigue is so far below zero that the NPC needs a few days to wake up again) Like Brunos hands in LoversBitch. A item with enchantment. Type: Apparel DGFA "Damage Fatigue" [MGEF:00001864]
gregathit Posted May 30, 2018 Posted May 30, 2018 Check also that you don't have any mods with diseases or anything that might reduce the fatigue rate of NPC's to zero.
LongDukDong Posted May 31, 2018 Author Posted May 31, 2018 Oh, I don't have any disease mods in play. So far, I hadn't found any I liked. This is what my resurrection magic effect script looks like. Note that I have some code in there that lets you resurrect NPCs that are dead at game start. It gives the NPC health when it didn't exist, fatigue points if there weren't any, Eliminates both Unconscious and Restrained settings with applicable commands, and performs the Resurrect command. OOPS! Did I just resurrect the dead bodies lying around in Bravil Underground??? scn SinResurrect ref myself begin ScriptEffectStart set myself to GetSelf if myself.IsActor == 1 if myself.GetAV Health <= 0 myself.setAv Health 25 printc "Target was made dead - Health fix" endif if myself.GetAV Fatigue <= 0 myself.setAv Fatigue 100 printc "Target was made dead - Fatigue fix" endif if myself.GetUnconscious == 1 myself.SetUnconscious 0 printc "Target was made Unconscious by script - Unconscious fix" endif if myself.GetRestrained == 1 myself.SetRestrained 0 printc "Target was restrained by script - Restrained fix" endif if myself.GetAV Paralysis > 0 myself.setAv Paralysis 0 printc "Target was made Paralyzed by script - Paralyzed fix" endif endif if (myself.GetDead == 1) myself.resurrect 1 else MessageBox "The target is already Alive!" endif end The Fatigue Fix console report keeps showing up on repeated uses. This, on an Argonian Adventurer I enslaved (LST) before she was killed by the Gatekeeper at the Gates of Madness. Still.... this looks like it should work. It works on anything else. -------------------------------- EDIT: 15 hours ago, Gaebrial said: If it's not that, you could try using ForceAV instead of ModAV (SetAV won't work) or, failing that, Resurrect 1. Erm... ForceAV worked! Thanks Gaebrial! Stupid SetAV didn't do as it promised. Man, that sucked. Well, this script WORKS (as long as you replace SetAV with ForceAV. So you now have a new thing to play with. And I have a topic you can close.
gregathit Posted May 31, 2018 Posted May 31, 2018 LOL! Yes, there are some dead bodies in B Underground, that would have explain the issues of why everything else wasn't working. Those NPC's had no NPC package at all. They were more or less just props.
LongDukDong Posted May 31, 2018 Author Posted May 31, 2018 Ohh.... This worked fine on the half eaten girls in Bravil no proiblem... even when I had the commands using SetAV. Looks freaky weird using LoversTachiTac to make the two headless corpses make out. But if you have super issues with un-revivable targets due to some glitch, you apparently DO need to force the issue.
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