Most quest givers (outpost managers...) do not react to anything because NPCWaitaction #13960
Replies: 5 comments 4 replies
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Ah, no wonder modded mission givers just stood around and did nothing while I murdered everyone in the outpost- I had chalked it up to bad programming on modders' part, but it's a vanilla issue. |
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Is this a solution you have tested? In my testing the issue doesn't seem to come from this line |
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If the mission giver is a securityofficer role, then they attack you just fine after being attacked due to the inherent security's job of punishing intruders/enemies. |
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Fix/npc action priority #5913 by exposing the priority of the actions and by using 70 as the default, instead of 100, which means the bots can't do anything else. Edit: changed the default to 100, so the existing content stays intact. WaitActions were removed where they are not needed, as suggested here. But the priority of the AI objectives from the actions can still now be adjusted between 60 and 100. |
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Closing as fixed and merged (coming in the next update and should already be in unstable). |
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Disclaimers
What happened?
Most missionevents use NPCWaitaction so the NPC you talk to doesnt move, but this also means those NPCs do not react to combat in the outpost. You can shoot them or murder a NPC in front of them and they will not move.
They also do not return to the admin module if fleeing a leak
Typical missionevent:
You can just remove the NPCWaitaction line from these; the outpostmanager tries staying and return in the admin module (defined in NPC prefabs).
Reproduction steps
Start campaign
Shoot outpost manager with revolver 6x times
Manager doesnt move
Retry
Take all outpost manager missions
Shoot outpost manager twice
Outpost manager flees on 1st shot, retaliates on 2nd
No response
Version
v1.4.6.0 (Blood in the Water Update, hotfix 2)
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