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Conditional in the NPC's combat logic
FunkyKoala54 replied to FunkyKoala54's topic in Skyrim's Creation Kit and Modders
I agree, anything going forward would have to target a small pool of actors and be a standalone version of the bound weapon spells. The author of Xelzaz made a video that would be helpful with what has been mentioned. This is where I am leaning at the moment: - Mainly have the same setup, but the global variable would need a default off value and combat styles for each bound weapon. (ex: -1 = Disable, 0 = Default, 1 = Spellsword, 2 = Dual-wield, 3 = Twohanded, 4 = Archer) - Copy the spells and effects from the original bound weapons, and change them to a constant ability, which might lead to copying the weapons and their enchantments. - Then have an ActiveMagicEffect script that will toggle the weapon depending on events related to the actor. - If possible, add fragments to add and remove bound weapon spells related to the package. Then add a Conj level condition to the dialogue for the appropriate level of spell. If anything it could be used as a template for NPC use. Thank all of you for the help and sharing your experiences! -
Conditional in the NPC's combat logic
FunkyKoala54 replied to FunkyKoala54's topic in Skyrim's Creation Kit and Modders
That's a shame, the best result in testing had the NPCs conjure and fight with weapons until they had to recast. Once the spell timed out, they would run something akin to the Acquire Procedure. Maybe trying to find a dropped weapon. If nothing was located or once you removed the item, they would be all good until another duration ended. When I get some free time again, I'll see if I can re-evaluate the issue and find a bypass for it. In any case, Thank you for the help! @PeterMartyr -
Conditional in the NPC's combat logic
FunkyKoala54 replied to FunkyKoala54's topic in Skyrim's Creation Kit and Modders
I hoped that was not the case, but the lack of references made me think otherwise. Thank you for your reply and time! -
Is it possible to add a condition to the NPC's combat logic? Specifically, to prevent an unarmed NPC from searching and using a dropped weapon if they know a bound weapon spell. The condition itself should be simple but I cannot find which package to modify or if it is related to a package. Any help, tips, or keywords for research would be greatly appreciated. The few leads found so far are informative, yet irrelevant.