I made a "neutral" faction in my module and disabled the "global effect" flag and set its reaction to all factions, including itself, to 50. I intend to use it for animals who should generally ignore everything. However, I made a hunting grounds area and noticed that all of the animals in the neutral faction that are nearby will turn hostile if the PC attacks one of them. This seems ridiculous, so I decided to try to prevent the other faction members from turning hostile. Unfortunately, this has proven to be quite difficult. I decided I would create a variable on the animals called "IGNOREHELP" that prevents them from shouting or responding to shouts. These are the steps I have tried so far:
If "IGNOREHELP" is set to 1 on the creature:
1. SetListening(OBJECT_SELF, FALSE) at the end of the OnSpawn script.
2. Do not speak the "NW_ATTACK_MY_TARGET", "NW_I_WAS_ATTACKED", and "NW_I_AM_DEAD" in the OnPerception, OnPhysicalAttacked, OnDeath, and OnSpellCastAt scripts.
3. Prevent the "nw_i0_generic" script function RespondToShout() from executing. (I did a build of the module after this step.)
4. Disable SetListeningPatterns() in the OnSpawn script.
None of these had the desired effect. Indeed, all of them together do not prevent the other animals from going hostile. There may be something simple that I am overlooking since I have not used the NWN toolset in some time. The only custom content I am using is Project Q. I did a search of the forum and found this short thread, but it was not helpful:
http://forum.bioware...le#entry7261578
I appreciate your feedback. Thanks!