Mobs have to turn "deaf"

Post » Mon Nov 19, 2012 2:22 am

So this is the scenario:
You're in a sewer and there's water on the floor (where would it be in a sewer?) and venture through the area.
Down here there's of course a couple of encounters.
Issue:
Room 1 is "next" to Room 4 - but the two rooms isn't connected directly but lays next to each other because of the way my dungeon is set up.
In Room 1 there's an encounter with two mobs. The mobs there of course hear you coming because of the water, but I would like to give people a chance to see one of them working at an alchemy table.
Now can I make the mobs "ignore" you until a certain trigger box in the doorway? I've tried setting them to a activation parent and then the parent being the box - doesn't work.
The second issue is that when you fight these mobs the two mobs in Room 4 hear you fight and the hole patrol system there is completely useless.
Can these mobs be "disabled" until you reach another trigger box at a locked door near Room 4?

I've tried with trigger box', activation parents and so.
If I have to script it I have no clue what to do - I can't even script - yet.

Anyone can help me out here?
Thanks in advance.


PS:
How come I can't loot mobs that lays in the z-index: 20 water areas I flooded the hole dungeon with?
I use some WaterDefault1024IntAnkleStill as the water areas to flood it with.
Anyone?
Thanks.
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Farrah Lee
 
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Post » Mon Nov 19, 2012 1:52 am

Factions. http://www.creationkit.com/Factions

Create two new factions:

DeafDumbAndBlindGuards
WideAwakeGuards

Make the first Faction "Helps No One", and Neutral to the Player Faction (set it both ends, on Player Faction and on the one you created)
Make the second Faction "Helps Friends and Allies" and an Enemy of the Player Faction (both ways)

Start all enemies in the first Faction
At a trigger box (or whatever other event you want) script to change their faction to the second faction (add: http://www.creationkit.com/AddToFaction_-_Actor and see links at bottom of that to remove ... there is no "change")

Note: Or you could use Aliases and assign deafGuard1, deafGuard2 ... ... awakeGuard1, awakeGuard2 .... .... to the Factions then fill and swap the aliases with your guards as you need. Depends which way works best for you, I think?

Also, make sure they are set to aggressive and whatever else. Just changing the faction will flip them at the player (if he is close enough / attacking or whatever)
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Richus Dude
 
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Post » Sun Nov 18, 2012 7:54 pm

Cheers man - you given me quite some work time now.
Never done these things.
I'll post again if this didn't work out the way you explained me.

Thanks.

EDIT:
Well...
I can't figure this out!
There's no "Help no one" or such thing in the faction part.
Neither can I figure how the hell to make some of the lvlmobs in the CK to join the faction?
Sorry but I really can't seem to figure this out...

DOUBLE EDIT:
Okay great.
I've been working on this for an hour or so - figuring, working, thinking, testing etc. - and I think I figured out how this works - but I'm off to bed now - I know what to do next time I have some spare time.
Cheers man.
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Nichola Haynes
 
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