>>2842124See, here's the thing about the two issues brought up, you implemented solutions that would have worked better if you swapped them.
With Girls getting stuck in the dressing room, you effectively made them react to the Player's Input, by being omnipotent, and knowing exactly when and where the Player put down Clothing for them to wear.
Then, with them stopping in their tracks when you get too close, it's based on Player Proximity, so if someone wants them to run away, they have to be careful not to get too close, or else they'll stop moving.
I feel like the reverse makes much more sense.
If a girl is naked in the Locker Room, they're probably not going to just sit there and wait forever, and at least try to venture out and see if they can find something. The only reason they would stay put is if they knew someone was nearby at that moment. i.e. if the Player is in close Proximity to the Locker Room, while the Girl is also inside, then she will stay in the Locker Room, rather than trying to leave. But, if the Player isn't nearby, then she'll try to sneak out and look for Clothes which may, or may not be laying around for the taking.
Then, for the Girl stopping and covering up, that should be based on Player Input, i.e. the Player can hit E to "Call out" to the Girl, which would make her freeze up from the shock of someone shouting to her, and then at that point it's too late to run, so then she'll stick around to listen to what you have to say. In the best case, the Player will decide to give her Clothes to wear, but she might just be wasting her time with someone who just wants to stand and stare. Then you could probably have a "timeSpentWaiting" counter, and after like, a minute, she'll give up and start running away again.
I think adjusting those two things might make things more interesting. But I'm not the dev, so I couldn't be certain. This is probably just a thought experiment in the end, either way.