Hi everyone. I got this quest on my campaign, targeted towards rogue characters or the rogue companion. You got to pick a lock to enter a home, but there is a guard defending it. You have a window of opportunity between his patrols to do it, but I wanna know what happens if you try to pick the lock when he is around. When I try, he doesn't turn hostile. Is it a default setting that the lockpicking is no a hostile acttion ? Or does it have to do with the factions ?
Guard is Defender by the way with 100 towards player. If I change this to 50 will he attack ? Thank a lot in advance.
Go Hostile After Opening Lock
Débuté par
andysks
, juin 24 2013 09:59
#1
Posté 24 juin 2013 - 09:59
#2
Posté 24 juin 2013 - 10:31
Yes, lockpicking is not seen as a hostile action by default, and there's nothing like the "owned by" setting from other games to mark items as stolen or make certain characters automatically react with hostility when you open their things, but you can put a script on the object that checks to see if the guard is within viewing distance, and if so, change him to a hostile faction, or reduce the reputation in his faction. If the guard is always patrolling in one direction (like in a circle), you could set up a couple of triggers so that when he crosses one (coming toward the locked door) it sets a variable to check when you open the lock, which means he could see you doing it. Then set the variable back to zero when he crosses the trigger going the other way.
If it's a door, you might try the On Click, On Open, On Fail To Open, On Damaged, and On Unlock, since all of those would be clearly meddling with the door, and the guard should react to it. Maybe On Used, too. Not sure which scripts actually fire when on doors.
A much simpler way would just be to put a trigger in front of the door, and when you enter it, it sets the guard to hostile, and when you exit it, it sets the guard to defender. That way, the guard would attack as soon as he perceived you if you were in front of the door. Or you could have it make the guard start a conversation with you when he perceives you, challenging you and leading to a fight unless you can bluff your way out.
If it's a door, you might try the On Click, On Open, On Fail To Open, On Damaged, and On Unlock, since all of those would be clearly meddling with the door, and the guard should react to it. Maybe On Used, too. Not sure which scripts actually fire when on doors.
A much simpler way would just be to put a trigger in front of the door, and when you enter it, it sets the guard to hostile, and when you exit it, it sets the guard to defender. That way, the guard would attack as soon as he perceived you if you were in front of the door. Or you could have it make the guard start a conversation with you when he perceives you, challenging you and leading to a fight unless you can bluff your way out.
#3
Posté 24 juin 2013 - 11:27
Have you played/taken apart Crimmor yet? It does all those things.
guarded door demo
There's a script set on the Vault for object ownership. I extended it for just the type of thing you are asking about.
guarded door demo
There's a script set on the Vault for object ownership. I extended it for just the type of thing you are asking about.
#4
Posté 24 juin 2013 - 11:49
Thanks a lot for the replies. I think I can take it from here and make it work.
kamal_ : Crimmor is on my to do list
. Heard good things about it. I was just busy creating that I didn't have the time to play anything lately.
kamal_ : Crimmor is on my to do list
#5
Posté 25 juin 2013 - 04:07
kamal_'s solution looks pretty slick!
I have to open up Crimmor... So many mods to play, so little time.
I have to open up Crimmor... So many mods to play, so little time.
#6
Posté 26 juin 2013 - 08:11
kamal_ I was watching your youtube channel. Some pretty interesting ideas and tricks that I haven't seen anywhere else. One thing though made me go, waaa ? The wall override. I think it's better than any hidden door I have tried . If you put a trigger there and a search check, then give a message to the PC that their is something going on in the near wall, you just walk through it.No need to spawn a secret door or having the sucky default ones that are actually not hidden. May I ask how you do this ?
#7
Posté 26 juin 2013 - 12:03
Turns out walkmesh helpers take priority over tile walls...andysks wrote...
kamal_ I was watching your youtube channel. Some pretty interesting ideas and tricks that I haven't seen anywhere else. One thing though made me go, waaa ? The wall override. I think it's better than any hidden door I have tried . If you put a trigger there and a search check, then give a message to the PC that their is something going on in the near wall, you just walk through it.No need to spawn a secret door or having the sucky default ones that are actually not hidden. May I ask how you do this ?
#8
Posté 26 juin 2013 - 01:11
I downloaded the placeable doors pack from the vault, did the trigger thing you mentioned, set the door's use tag if found...onuse script for the door erases the collision box (also included a collision box, as the door needed it, else you can walk right through) and scales the door's height to something like .05 to allow walking through





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