NPC Editing - A Comprehensive Guide

Well I looked at the police, ambulance and fbi vehicle xtbls and they all say Siren<1>Siren. So it isn't that for lights.
You tried <Siren>0</Siren> to see if it prevents the lights from turning on with the siren? If that's the case, you might be able to add <Siren>1</Siren> to a vehicle which doesn't typically use a siren to enable lights when the siren is turned on (requires siren to be enabled in the "_veh.xtbl" file).
I hope it isn't in the rigging.
As this is in the Variant Table, it is possible that siren lights only work due to their inclusion in either the .car_pc (mesh) or the .rig_pc. (Much like how NPCs can only use what's in their .cmesh.)
Is there also a way to have NPCs keep the cars on after getting out of the cars instead of them turning off every time?
I'd doubt there is via the table files.
 
You tried <Siren>0</Siren> to see if it prevents the lights from turning on with the siren? If that's the case, you might be able to add <Siren>1</Siren> to a vehicle which doesn't typically use a siren to enable lights when the siren is turned on (requires siren to be enabled in the "_veh.xtbl" file).

As this is in the Variant Table, it is possible that siren lights only work due to their inclusion in either the .car_pc (mesh) or the .rig_pc. (Much like how NPCs can only use what's in their .cmesh.)

I'd doubt there is via the table files.
Well I looked inside hex for the car_pc file for the police car. I do see names like flasher red, flasher blue, headlight L and R. There is not a way to edit those meshes right?

If it isn't by table file. Which file would it be to make the NPCs leave the cars on when they leave. Considering Saints row 1 left them on.
 
Well I looked inside hex for the car_pc file for the police car. I do see names like flasher red, flasher blue, headlight L and R. There is not a way to edit those meshes right?
All I can suggest is Hex Editing through trial and error. Even then you might not get anywhere.
If it isn't by table file. Which file would it be to make the NPCs leave the cars on when they leave. Considering Saints row 1 left them on.
You can double tap "E" to exit a vehicle quicker. This will leave the engine running. It's a Vanilla feature. I believe it's hard coded.

I'm not sure if this would work, but if you were to remove all the regular exit animations from the Vehicle's Animation Set, maybe they would be forced to use the quick exit. You can see my Animations guide where you'll find a tree of all the animation sets for Vehicles.
 
All I can suggest is Hex Editing through trial and error. Even then you might not get anywhere.

You can double tap "E" to exit a vehicle quicker. This will leave the engine running. It's a Vanilla feature. I believe it's hard coded.

I'm not sure if this would work, but if you were to remove all the regular exit animations from the Vehicle's Animation Set, maybe they would be forced to use the quick exit. You can see my Animations guide where you'll find a tree of all the animation sets for Vehicles.
I see. Which one of these are normal exit and quick exit?
 

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I see. Which one of these are normal exit and quick exit?
Just tried it, but it didn't work unfortunately. Playa just gets stuck standing through the roof of the car.

The normal Exit Actions are "Exit Left High", "Exit Left Low" and "Exit Left Medium" (for different heights of vehicles).. My hope was that removing these would cause characters to fall back on "Exit Left Fast", and hopefully that would leave the engine/lights running. But no such luck.

I also checked anim_actions.xtbl, but there were no Flags in there relating to this. So I'm out of ideas. Sorry.
 
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