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How do seperate spells and combat override list for NPC


FXNG99

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I would like to have a npc follower that can switch combat styles. There is a normal combat style, and switching to another combat style would have unique spells and combat override package list. How can I do this? Is this possible?If so,please give me some idea

I've tried to create several new aliases, all populated with this npc reference. But when I set the alias spells and the combat overridelist, I don't know how to control the aliases to work independently.I tried to set the quest with a higher priority and add conditions in match conditions tab but it doesn't make the alias work.The spells didn't appear in the follower's spell list and package list didn't override correctly.

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Now I'm thinking I can use one combat style and one combat obverride list(with various conditions) to cooperate with the addition and deletion of spells.Perhaps I can set some switches to control the removal and addition of spells. Tweaking these spells lists makes it look like the npc has switched combat styles.

Edited by fengxinpikachu
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I dont believe there is a native way to do this in the way you are wanting but SKSE functions can change combatstyle

 

; SKSE additions built 2015-05-24 00:46:48.937000 UTC

 

; get/set the CombatStyle of the actorbase

 

CombatStyle Function GetCombatStyle() Native

 

Function SetCombatStyle(CombatStyle cs) Native

 

 

AI package combat styles never seemed to work as intended when I tested them. Granted I didnt spend a lot of time on that since the SKSE option is available and IMO much better and can easily be more dynamic

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