Flags on Packages

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Continue if PC near: This flag has two effects on any package that has this flag enabled.

  1. The package will not terminate (iterate to done) so long as the PC is nearby. Primarily used to keep shops open so long as the PC is in there, even if the package should have expired. If checked in certain packages it will lead to undesirable NPC behavior. It should be used carefully, preferably in exactly the situation it was intended for: on a Merchant who owns a store locked at night. Avoid using this flag except in situations in which the NPC must wait for the player to leave the cell before beginning a new package!
  2. Any package with this flag and the Offers Services flag enabled will cause the NPC to always move towards the player if they are not within their line-of-sight (This is what's responsible for the "creepy" behaviour of the Fighters Guild Porters).

Must Reach Location: Package will not terminate until the location conditions are satisfied.

Offers Services: If the actor is a service provider, he will offer services so long as this package is running. Actors that provide services will also try to keep the player in sight if not otherwise engaged in some task (i.e. if in wander or travel package). Note that the actor will not offer services until they reach the location specified in the package.

Must Complete: Package will not terminate until all the conditions are met. For example, the target must be found with a find, the location must be reached with a travel, etc.

Once per day: Package will not run again in the same day. A day is defined as a 24 hour block beginning when the package was first selected by the actor. This is useful to make sure that a package is not immediately selected again after being completed, even though the conditions might select it.

Skip Fallout Behavior: The actor will not engage in dialogue or other behavior not relevant to the package. He will enter combat to defend himself, but not for other reasons.

Use Horse: NPCs will use their horse if the distance they are travelling is greater than or equal to the game setting fMinDistanceUseHorse. If the horse doesn't evaluate to a proper reference, or if the distance is less than this, then the NPC will simply walk.

Always Run: Actor always runs during this package. Some packages are actually collections of other packages. For example, Wander may initiate travel or dialogue. In some cases these secondary packages will not inherit the Always Run status. Dialogue is the most notable example. Therefore the actor will run from place to place, but when the Wander selects a nearby NPC to engage in dialogue, he will walk to the NPC. This can be corrected with the SetForceRun script command if necessary.

Always Sneak: Actor always sneaks during this package. Some packages are actually collections of other packages. For example, Wander may initiate travel or dialogue. In some cases these secondary packages will not inherit the Always Sneak status. Dialogue is the most notable example. Therefore the actor will sneak from place to place, but when the Wander selects a nearby NPC to engage in dialogue, he will walk to the NPC. This can be corrected with the ForceSneak script command if necessary.

Allow Swimming: Actors will not swim to reach destinations unless this flag is set.

Allow Falls: Actors will not jump off of an elevation that will cause damage unless this flag is set.

Armor Unequipped: The actor will unequip armor (and equip clothing) for the duration of this package. Very useful for sleep packages on armored characters.

Weapons Unequipped: The actor will unequip weapons for the duration of this package. Very useful for sleep packages on armed characters.

Defensive Combat: The actor will not attack an NPC or creature, unless he is attacked first. Normally an actor will attack characters he hates, or attack his friends for stealing his stuff. This flag cancels that behavior. The exception is for the Accompany, Escort and Follow packages. For these three, if the target is attacked, the actor will join into the combat.


Door Flags

At package start: Lock/unlock doors: When the package starts, the actor will lock or unlock all the doors in the cell.

When at location: Lock/unlock doors: For the duration of the package, the actor will keep all doors in the cell locked or unlocked. If the player or another actor changes the lock status of a door, the NPC will force it back to the indicated value.

At package end: Lock/unlock doors: When the package end, the actor will lock or unlock all the doors in the cell.