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Subspace doesn't prevent detection


syscrusher
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Hi, all

I thought this would be easy, given the docs on the CS wiki: http://cs.elderscrolls.com/index.php/SubSpace

I have a cell where a prisoner and his captors are in opposite factions, ergo, will attack each other on sight. I thought to isolate them by putting the prison cell in a subspace, given that the docs specifically say this blocks detection: "Subspaces can also be used as a means of making actors ignore behavior that would normally occur, such as detection, combat pathing, or reacting to attacks. An actor placed in normal space will ignore anything that happens within a subspace. An actor that is within a subspace will ignore everything outside that subspace. Actors may however cross subspace boundaries if they are currently in combat and the target lies within the same space."

Unfortunately, when I place a test creature (a wolf) inside the jail, then walk my test character outside it, the wolf detects me and would attack except for the bars in between us.

I'm absolutely certain my test creature is fully inside the subspace, and that my own character is fully outside, with a comfortable margin of error on both sides of the boundary.

What am I doing wrong?

Thanks for any advice.

Syscrusher

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I believe the problem is that you are already considered to be in combat with that aggression/disposition arrangement. You would have to add the NPC's to a friendly faction temporarily and then remove them again when you want them to fight. Or lower the aggression of the NPC's/creatures so their disposition is greater than their aggression. I find adding the player to a friendly faction works better.

Edited by AndalayBay
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I believe the problem is that you are already considered to be in combat with that aggression/disposition arrangement. You would have to add the NPC's to a friendly faction temporarily and then remove them again when you want them to fight. Or lower the aggression of the NPC's/creatures so their disposition is greater than their aggression. I find adding the player to a friendly faction works better.

Thanks for this info. I had actually considered this as a workaround, and so I am very glad to have you confirm that it's a workable plan. I was afraid I'd spend a lot of time scripting only to fail.

Syscrusher

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Followup comment:

In a quick-and-dirty test run, this solution worked. It occurred to me that I need to keep the player from getting attacked by the prisoner they're trying to rescue! So it looks as if I'll need to make the prisoner a member of PlayerFaction, or some equivalent faction, to keep them from being at odds. I just thought I'd mention this in case someone else was reading this thread for ideas.

Syscrusher

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  • 2 months later...

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