qwertypol012 Posted August 19, 2022 Share Posted August 19, 2022 (edited) I'm looking for an advice or guidance on how to make a NPC become motionless (not moving and stays in place) but can still attack or cast spell in place. How I picture it in the game is: the player attacks a NPC (either using weapon or spell), in which the attack causes the NPC unable to move, but they can still attack or cast spell (in place). I want to implement it in a very lightweight manner, so if we can do it without using scripts it would be a lot better. Using script is fine though, as long as it's very lightweight as I want it to be. Thanks for your attention :) Edited August 19, 2022 by qwertypol012 Link to comment Share on other sites More sharing options...
Sphered Posted August 19, 2022 Share Posted August 19, 2022 Like a turret/trap that actually tracks the target. Easiest way to reliably do it would be a UseMagic package where the only instruction they have is to find a target and cast a spell Weapon use might not be so easy. Possibly UseWeapon package but it behaves a lot differently under the hood. I havent tried the turret concept with anything but spells Link to comment Share on other sites More sharing options...
dylbill Posted August 19, 2022 Share Posted August 19, 2022 You can use a script to set speedmult actor value to 0.1 which will prevent moving, but they'll still be able to attack. Link to comment Share on other sites More sharing options...
qwertypol012 Posted August 20, 2022 Author Share Posted August 20, 2022 Like a turret/trap that actually tracks the target. Easiest way to reliably do it would be a UseMagic package where the only instruction they have is to find a target and cast a spell Weapon use might not be so easy. Possibly UseWeapon package but it behaves a lot differently under the hood. I havent tried the turret concept with anything but spells Thanks for the advice. Unfortunately, I'm not familiar with setting packages for NPC, so I don't think I can do it using your advice. But still, thanks :) You can use a script to set speedmult actor value to 0.1 which will prevent moving, but they'll still be able to attack.You can use a script to set speedmult actor value to 0.1 which will prevent moving, but they'll still be able to attack. Really? Setting their speed to 0.1 will render them unable to move? I just knew it. Thanks, I guess I'll try this method :) Link to comment Share on other sites More sharing options...
dylbill Posted August 20, 2022 Share Posted August 20, 2022 Yep, also remember to update the actor after changing speed. You can by adding and removing an item from their inventory. Link to comment Share on other sites More sharing options...
qwertypol012 Posted August 20, 2022 Author Share Posted August 20, 2022 Yep, also remember to update the actor after changing speed. You can by adding and removing an item from their inventory.Sure thing. Thanks :) I'll put a reply again if I find a trouble in implementing it. Hopefully I won't need to Link to comment Share on other sites More sharing options...
dylbill Posted August 20, 2022 Share Posted August 20, 2022 No problem :) Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 21, 2022 Share Posted August 21, 2022 Both of the answers are very intriguing... I can envisage lots of uses for them, including in the expansion I am (still) working on for my published mod. The expansion is largely in Dwemer ruins. I have Dwemer Statues all over the place... Ooh! It'd be lovely if they started zapping the player with shock spells until the player found a lever to metaphorically and literally disable them (disable one in an explosion and swap the 'statue' for a static harmless version, while the explosion covered up the CK trickery.) Thanks for posting the problem and for the two replies. Link to comment Share on other sites More sharing options...
Gorgopis Posted August 22, 2022 Share Posted August 22, 2022 (edited) @cumbrianlad, we also find this interesting. We're experimenting with using an enchanted projectile to make arrows that work like timed mines. Probably already done in other mods we don't know about or own, but we're trying it anyway. Just putting it here in this thread, in case, you like the idea for your expansion. So now we're imagining a timed-mine-arrow that freezes an NPC in place, while the NPC still has options to use magic or swing or use weapons. Such a cool idea, it's iced. BTW, how do users insert spoiler buttons with info underneath in these Forum windows? Some abilities just baffle us. Edited August 22, 2022 by Gorgopis Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 22, 2022 Share Posted August 22, 2022 @cumbrianlad, we also find this interesting. We're experimenting with using an enchanted projectile to make arrows that work like timed mines. Probably already done in other mods we don't know about or own, but we're trying it anyway. Just putting it here in this thread, in case, you like the idea for your expansion. So now we're imagining a timed-mine-arrow that freezes an NPC in place, while the NPC still has options to use magic or swing or use weapons. Such a cool idea, it's iced. BTW, how do users insert spoiler buttons with info underneath in these Forum windows? Some abilities just baffle us. I've not used timed delays on spells/runes etc. This? Type [spoil*r] Type your text here [/spoil*r]... just make the text inside the brackets spell 'spoiler'. Who are 'We'? by the way. I'm interested. If you want to let me know, PM me. I'm acutely aware that we're going a bit off-topic. Link to comment Share on other sites More sharing options...
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