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Turn hostile creatures friendly?


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#1
HamsterSensei

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Hi all.

I have an in-game problem I'm hoping someone can help me with. I need to turn a group of NPC's friendly again, after I have triggered a conversation script that turns them hostile. I figure this must be possible using the console commands, but I can't work out how.

Here's the rub:
I'm playing a single-player campaign from the vault where bringing a particular partymember to a meeting turns the NPCs immediately hostile. I don't want to fight them since they are the departure point for several interesting quests. I would dump the party-member, but doing so crashes my game for some reason (consistently, although not for other party-members), in addition to which if I do, the member is gone for good.

At first I tried using the toolset to edit the conversation that triggers, removing the first line of the conversation, which contains the test to see if the party-member is present, and if so turns NPCs hostile. Easy solution right? Nope. For some reason the game still uses the old conversation, including the line my party-member shouts in-game as the fight begins (which is the dialogue I removed?!?).

Next I tried simply spawning the creatures after I kill them. Since the conversation is tied to a location trigger that disables after firing the first time, I figured I could respawn the NPC, run the script to update my journal for the first quest appropriately, and then proceed with the quests from the respawned friendly NPC. Can't get dm_spawncreature or ga_create_object to work though. .

Finally, I thought that there must be some way of turning their status from hostile to friendly. The opposite is apparently easy, but the best I have found is a factions command, which won't help much since these NPCs don't appear to be members of a faction (perhaps they join "hostiles" on turning hostile?).

Any help would be greatly appreciated!

#2
kevL

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Though the solution depends on the method use to initiate aggro, try this:

hit Pause, target the hostile, enter debugmode 1

dm_setfaction commoner

rinse/repeat, exit debugmode 0


btw, To change the conversation it has to be copied to override and changed there; otherwise, your savedGame keeps its own edition of the dialog from the original and uses that instead,

ps. If your version of NwN2 needs caps on commands, use "DebugMode" and "DM_Setfaction" ...


hth, but no guarantees on how this ultimately affects things.

#3
HamsterSensei

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Thanks, kevL. Can't believe I missed the override bit. The other solution is helpful too. :)