Odessa Posted November 1, 2013 Posted November 1, 2013 Is there a way to stop NPCs picking up items and ruining my perfectly arranged scenes? Including when combat starts somewhere near
DoctaSax Posted November 1, 2013 Posted November 1, 2013 Hm, can't really find anything in packages or combat styles that'd be useful. I suppose you've already tried setting ownership on either the cell or refs? If that doesn't work as you'd expect, maybe raising their reponsibility AV could help - responsibility's said to be 'unused' in FNV but there's a chance that's just about crime detection & ratting on you to guards that don't exist in the game world. If not, in combat, maybe they're looking for a weapon, so you could give them one if they don't have one, preferably something related to their combat style & highest weapon skill. If you don't want them to fight in the first place, you could lower their confidence, put them on a flee package, or use SetUnconscious/SetActorsAI 0 to just have them do nothing at all.
Ark of Truth Posted November 1, 2013 Posted November 1, 2013 Isn't it something like "Can corpse check" ?
Odessa Posted November 2, 2013 Author Posted November 2, 2013 Setting ownership alone doesn't seem to do anything, looking into the 'SetActorAI' suggestion I seem to have found the solution, which is: (for anyone who finds this thread via google if no one else) In the 'cell view' window references have a 'No AI Acquire' flag which stops them being picked up.
DoctaSax Posted November 2, 2013 Posted November 2, 2013 Shucks, yeah, I actually used that, clean forgot about it
BruceWayne Posted November 4, 2013 Posted November 4, 2013 IIRC there is an option that says "Do not use in SandBox" or something to that effect. That prevents NPCs to interact with items or markers while in sandbox or wander mode. Markers/Items are still useable for them, if they have a different package. (like eat, drink, sleep, etc.)
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