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Sneake doesn't fight back or runs away

Antoine Soverie

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I've encountered this on last playthrough and now again. Thought it might be something with me being too eager to draw weapons (or fists in this case), but no. This can be seen as a minor issue, but come on. The master of Fisty-Punchy deserves better!
 
I've encountered this on last playthrough and now again. Thought it might be something with me being too eager to draw weapons (or fists in this case), but no. This can be seen as a minor issue, but come on. The master of Fisty-Punchy deserves better!
Were you using Knockout Framework, by any chance?
 
I’ve had the same and also don’t use knockout framework. It’s only happen maybe 2-3 out of 10 the other times was maybe 3-4 he would come close to kicking my ass and 3 times I accidentally pulled a weapon or something else screwed it up like settlement attack or random encounter.
 
It keeps happening when I meet him in vault 88. Maybe that could have something to do with it? Wanted to send him to another settlement and see there (cause that one time we fought in Tenpines, back in the day, he fought bravely like the chad he is, and nearly killed me) but forgot.
 
Same happened with me. He didn't fight back. I don't also don't have knockout framework. This was at Tenpines. Nothing happened to interfere with the fight.
 
It keeps happening when I meet him in vault 88. Maybe that could have something to do with it? Wanted to send him to another settlement and see there (cause that one time we fought in Tenpines, back in the day, he fought bravely like the chad he is, and nearly killed me) but forgot.
If you enter workshop mode before talking to him you should be able to move him to different settlements. This has worked for all the unique npc added by ss2 for me so far.
 
I have chalked it up to the power of Todd :todd:
One time he will fight you like a man and another you have to sprint like mad and chase him to the ends of the earth when he finally cowers behind a tree. :scratchhead The only thing that remains consistent is he is really good at blocking.
 
It's weird cause the fight with Ronnie (that I assume this is based on since it's the only fist fight I encountered) works consistently. Kind of. Once Preston got mad at me and entire castle whipped out their muskets. Had to wipe the floor with them and reload.
 
True. Also the brawls to recruit raiders in SS1 Conqueror worked good. It will remain a mystery to me as I do not understand how packages work.
 
Packages are just the AI I have been learning alot about them since I've been making some custom ones for custom NPCs for my Minutemen mod. They are a tricky beast
 
So also just an FYI if you are like me and build huge settlements. The AI packages in the game will only work for the first 45 actors in a scene then it dumps settler AI first if it needs more script power. This causes them to just stand doing nothing until all the scripts are caught up. As for this issue. I have had him run and not fight since.. 15
 
Packages are just the AI I have been learning alot about them since I've been making some custom ones for custom NPCs for my Minutemen mod. They are a tricky beast
Have you found any good tutorials for Packages? Can you share?

I need to create a Package so my spawned enemies move towards the player and engage in combat instead of standing around and looking dumb... Trying to decipher existing Packages makes my brain smoke a little... :(
 
It's probably in the controller quest where the issue is. There are a lot of stock pagakeges that do what you want. Or in your Faction settings. Which sounds like the actual issue. Faction setup.
 
There is a video all about making who attacks who and its all about factions
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The spawned enemies are vanilla gunners with the vanilla faction. Just like any other Gunner, they are shoot on site to the player's faction. If I go closer to where they spawn, they will attack me. I just need to learn how to setup a package for them so they will walk towards the player after they spawn.

Basically, I'm trying to setup an ambush for when the player leaves the cellar in Sanctuary. I want it to be brutal as the player wouldn't expect it. I had the spawn point closer, but that was way too brutal.
 
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