I can't find any good explanations on how to work with this and I dont know what's going wrong.
Most internet tutorials are about making a character have a schedule, like work, go to sleep, do default sandbox, but even though one day, I'll probably need those for projects, right now, what I needed is a Combat Override.
Basically, the thing is, magic. I can't figure out the reason why, but some types of magic seem hardcoded to be used in combat, while others are not.
One can create a custom fireball that looks blue or green, and NPCs might use it, but anything more complex like a heal or a special cloak spells and NPCs will never use it.
The only way to bypass this and force them to use magic, is AI packages, as a lot of healer followers have proven.
So I made one, and made an NPC use a custom version of the Sun Cloak aura from Dawnguard.
The problem is that I did a simple UseMagic package, set up the spell, the conditions to use it (CombatTarget has Keyword Undead == 1, and the other being that the spell is already active, to not get stuck in a cast loop), and later I discovered the flag "Must Complete" makes it so the spell is used on battle and package gets re-evaluated once the spell has been cast, so the NPC immediately resumes combat. Added it to an Alias as tutorials suggested and...
It worked like a charm when I did this on LE, it was absolute perfection and everything I ever wanted it to be.
But now, porting to SE, and SE doesnt give a damn about my AI combat override package. At first, I thought it might be my installed combat mods, but when I tried it on a "clean" install, it did absolutely nothing either. It's like the package doesn't even exist. Instead of an NPC using Sun Cloak aura, I just get a regular melee fighter.
So does anybody know the reason for this huge discrepancy between games? Is there anyone here versed in messing with AI packages that could help? Why does this work on LE and not on SE? All the Wiki documentation I found about it was for LE
Edited by Myst42, 31 August 2022 - 04:36 pm.