Making animal follower cast magic?
Posted 24 October 2012 - 04:59 PM
How do I get an animal npc to cast ranged magic spells? The best I've been able to do is modify the melee attack info to include a magic effect. This causes my fox to run up and use melee magic attacks (with effects and all) so it works, but I would like the fox to cast magic from a distance. Adding the spells in its inventory won't seem to help either. Do I need magic attachment points in the model or something? Change AI behavior somehow?
I would also like to have a healer form which avoids attacking and instead hangs back to cast heal spells on the player or other allies. I'll be happy even if it heals the player only but I'm still not sure how to set this up?
Thanks, hopefully someone can point me in the right direction!
Posted 26 October 2012 - 03:46 PM
So I opened the wolf skeleton (fox uses this) and gave it a new node named ProjectileNode. I also set my CompanionFoxFollower class to have the same settings I mentioned with the chaurus above. I go in game and get into an encounter, the fox just runs kinda up near the enemy and stands there looking like it wants to attack but it won't. What gives? Maybe there's a way I can debug this or something? Seems like it tries to attack but something is failing along the way...
Edited by Lazer382, 26 October 2012 - 03:48 PM.
Posted 13 November 2012 - 11:34 PM
Any ideas here?
Posted 30 January 2013 - 02:26 AM
I'm no expert on this subject...by a long shot. But maybe you can try reverse engineering your fox using a duplication of the chaurus as a starting point to try to pinpoint your issue.
EDIT: this mod auther might be able to help: http://skyrim.nexusmods.com/mods/32813
Edited by mysticentity, 26 March 2013 - 04:53 AM.
Posted 19 October 2013 - 05:28 PM
just letting you know right now i know nothing of coding or programing. all i know of this is from reading and first hand experience.
the chaurus and spider spit attacks are actually shouts, not spells or powers. i read somewhere that the ability to shout is a perk that you must give to an npc in order to cast shouts. that's how this mod works. the npcs aren't using powers or lesser powers, of course. they're "shouting".
i'm not too sure if any of this will actually help, but i hope it does to any extent.
Posted 25 January 2015 - 06:22 AM
Don't know how to accomplish it but seems that the most lore friendly thing would be to have him bark (ie shout) some distance covering spells/shouts. Maybe even do it only on command. The other thing would be to make him very stealthy and avoid traps altogether, that seems very fox like to me.