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Is it possible to make a follower who is only attack with bound bow? (script)


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Right now i am working on a follower whos 'power' and weapon would be a bound bow which she obviously casting/summoning upon entering fight.

The problem is that, the code i have made does nothing. So nothing happens in game.

Scriptname AranaenRanging extends Actor  

spell property ARAranaenBoundBow auto

function OnCombatStateChanged(Actor akTarget, Int aeCombatState)

    if aeCombatState == 1
        ARAranaenBoundBow.Cast(self as objectreference, self as objectreference)
    endIf
endFunction

With a bound sword for example this would work. And working. Since i have already made two follower like that.

Is there something i can do? or maybe her stats not allowing her to use it? or maybe i am missing something?

Edited by WeerW3ir
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There are NPCs in the creation kit that use bound weapons. You can try copying one of them as a base, and change the spell to bound bow. Might have to tweak what combatstyle they use and other things. Just basically a non-finalized concept Bethesda threw in, that can work, but will need trial and error testing

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There are NPCs in the creation kit that use bound weapons. You can try copying one of them as a base, and change the spell to bound bow. Might have to tweak what combatstyle they use and other things. Just basically a non-finalized concept Bethesda threw in, that can work, but will need trial and error testing

According to the CK. there is only one npc who is using bound bow. Taron Dreth

He is usng a csWarlock and csDremoraMeele fighting style. Even upon switching to this for testing purposes my follower does nothing lol

 

Is it even possible to make an npc use bound bow? Or just as the weapon itself. the item as weapon and not a spell.

Edited by WeerW3ir
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You got me curious so I messed with the concept a little bit. Short version is I got it to work, but making it "flow" visually in an immersive not-ghetto manner... yeah this is probably why they left bound bow usage in a beta-like status, lol. Its clunky at best imo without giving this more time than it should need to perfect it visually

 

What makes this so messy is the need for more than just a bound weapon. It also needs the ammo which for npcs can make AI be fussy if you add items to their inventory after they enter combat. If the ammo is there before combat then they will wear that bound quiver most of the time out of combat which is def a visual clash imo

 

Your follower could benefit from being a custom race if only for the ability to turn off certain weapon types, but you might be able to work around that. Otherwise I suggest giving your follower a script or an ability or an alias script so you watch when they enter combat and exit combat. This concept def needs semi-precision timing of things like casting bound bow, and the right moment to add arrows and have them draw weapon, etc in an immersive way, and to reliably use the bow. There are a lotta ways from here to play with it and make it neat but its really in preference territory from here

 

Too wordy but anyway that was fun to mess with for a little bit heh. Good luck

Edited by Sphered
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Does it need to be a real bound bow? Couldn't you make a bow and arrow that just looks like a bound bow and arrows? To mimic unlimited arrows have a script that when a fake bound arrow is removed from inventory another is added.

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