I've got an area that will spawn a patrol, trigger a conversation later and finish up in a fight after you exit a dungeon. When I was testing I found out that as my party of fearless warriors entered the area on their way to the dungeon I had left one of the due to spawn later NPC's on the path so I approached him fired the conversation and needless to say without his friends to help he died very quickly no problem.
Later on after doing the deed in the dungeon my party arrived in the same area to be met by the whole patrol this time ( including the one they killed earlier ). The conversation fired, things got a bit heated and there was another fight but this time the one that had been killed before decided it wasn't worth it and too dangerous and remained neutral ! Why ?
His former self had decayed a long time ago and was busy making compost in the woods, he had no problem going hostile the first time around so it wasn't the conversation. Does this mean that a conversation can only turn an NPC hostile once in a given area ?
I resolved it by deleting him from the path and when he spawned at the right time on another run through he decided to fight. It was just really weird so any pointers as to why would be appreciated so I know what to look out for next time..
Thank you.
Modifié par Iveforgotmypassword, 06 août 2012 - 03:35 .





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