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Setting a Perk Condition to Remove a Spell.


KravisGile

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Hey all,

 

I'm currently developing a mod that puts a boss NPC into "phases" based on HealthPercentage, similar to boss fights in The Witcher 3. Is there a way to force Skyrim AI to stop using a spell or shout at a certain health percentage by using a perk entry and/or condition and not a script?

 

I've gone so far as to set "ModSpellMagnitude" to a 0.01 multiplier and ensured that the other spells weren't affected, but the NPC continues to use it and not their (now stronger) spells.

Edited by KravisGile
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2. You could put a (GetHealthPercentage) condition on the spells that would only allow them to work if the NPC was a a certain health level.

 

That only works on the magic effect, which still allows the NPC to cast the spell, but has no effect.

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That only works on the magic effect, which still allows the NPC to cast the spell, but has no effect.

 

 

Ya, Magic Effect. I am not seeing a really good way of doing this without using scripts somewhere.

 

The ideal thing to do would be to unequip the spell at a certain health % and equip the stronger spell or spells.

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That only works on the magic effect, which still allows the NPC to cast the spell, but has no effect.

 

 

Ya, Magic Effect. I am not seeing a really good way of doing this without using scripts somewhere.

 

The ideal thing to do would be to unequip the spell at a certain health % and equip the stronger spell or spells.

 

 

Again, there's no reason why using the perk to up the spell's magicka cost wouldn't work.

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For spells, this works. However for shouts, this doesn't work. Shouts cannot have a "Spell Cost". You can apply a cost, but it does nothing. They can have a cooldown, but it affects all shouts.

 

I'm really trying to make this mod as script-free as possible. Hmmm...

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I'm really trying to make this mod as script-free as possible. Hmmm...

 

Did you create this NPC? If you do not use script to remove, unequip and equip the spells and shouts the results are not going to be very good. There will be lags between the times the spell is no longer available and the NPC equips the new spell.

Edited by Masterofnet
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