Any way to make summons not attack locked doors and chests?
Peteed1985
Member Posts: 63
I have a henchman who can unlock things but the stupid animal companion and summon creature attack the door or chest until it's destroyed leaving me fighting enemies mostly alone and it's so frequent that so that while half a dozen clicks isn't much half a dozen per locked thing does end up as alot.
They also rush in crowding out my henchman from actually unlocking said door or chest as they are kinda fat.
Is there a mod I can download or something I can do?
They also rush in crowding out my henchman from actually unlocking said door or chest as they are kinda fat.
Is there a mod I can download or something I can do?
1
Comments
Otherwise, in Debug Mode, change the value of NW_ASSOCIATE_MASTER on the associate.
Read the current value using dm_dumplocals.
Subtract 512. Set the new value using dm_setvarint.
This fix will really screw things up if helping with locks is NOT set.
Why? Well, more precisely, this variable is a set of bit flags. The correct action is to set 0x00000200 off if it's on.
Start bashing, then use the radical menu command Attack Nearest. Associates will then help you bash.
When I play the OC, I can work around it by clicking "Follow". That calls them off attacking the object so you can get them away from Tomi or Sharwyn. Then I switch them back to "Attack" or "Guard Me" when I need to. The same procedure works to stop them from running off on their own and pulling more enemies.
This doesn't mean that there's no room for better AI, of course, and as has been mentioned as well, module builders need to utilize the resources that already exist - setting flags on the henchman's behavior though conversation, for example. I personally utilize the instant Player Tool feats to give the player the ability to select individual companions and direct them to move to specific locations, interact with doors, traps, and placeables, and attack designated targets. I also use them for a "gather party" feature that summons them all to the player for those times they get stuck on bad pathfinding or otherwise wander off.
But I just want to cast my vote for the kind of "emergent" play that can happen when henchmen do dumb, unpredictable things, and the idea that this can simulate an adventure with memorable characters who have minds of their own, who are not merely mindless thralls, or even worse, lifeless, shallow game pieces.