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Everyone's casting spells (and I'd like them not to)


heckinBeck

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I recently put together a mod list and there's three things bothering me. One, Stormcloaks are using magic and only magic. Two, NPCs spawned have a heavy bias towards spawning with spells (mainly Stormcloaks, but also noticing low-level bandits consistently getting some). Three, whatever tool is handing out spells to actors is equipping them with Arvak when giving summon spells.
For more context, these were 

So two things I'd like to know...
- Does Wrye Bash tamper with these records, and if so, what box do I untick or just look into to solve this?
- If it's not Wrye Bash, then what records could I possibly look into in SSEEdit to figure this out? I see the record "Template Flags, use spell list," but where do I go to find this spell list?

I can post load order if need be, and seeing as how this would be my first time doing so, if there's a stream-lined way to do it, please lmk 

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Your load order would really not be much help.  Especially if really large.   Things like those require targeted investigation, and tools like More Informative Console and SSEEdit.  

For an NPC to use spells, they need to have AI setup that allows spells, they need sufficient Magicka, and they need to have spells.

These things can get assigned in one of three ways:  

1.  Something messes with those character templates.  You can use More Informative Console to examine a spell-happy NPC, get their Base ID, and also theIr level abd spells they possess.   Then you can use SSEEdit to look that Base ID up, determine their source templates, and see if any mod messes with those by adding more spells, changing combat styles, etc.  Heck, it could even be that some mod messed with Nord race record...  Yeah, I remember seeing a follower mod that overloaded race record, giving what was supposed to be special abilities of just that follower to the whole race...

2.  You got a dynamic distribution via SPID.  Check those distro files.

3.  An even more insidious method is you got some mod altering those NPC values via a script.   I.e, if you get super-annoyed at Serana raising the dead, and scoured her records...  game basically has a script that runs each time she levels, determines spells she ought to have, and adds those she does not have.

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6 hours ago, scorrp10 said:

Your load order would really not be much help.  Especially if really large.   Things like those require targeted investigation, and tools like More Informative Console and SSEEdit.  

For an NPC to use spells, they need to have AI setup that allows spells, they need sufficient Magicka, and they need to have spells.

These things can get assigned in one of three ways:  

1.  Something messes with those character templates.  You can use More Informative Console to examine a spell-happy NPC, get their Base ID, and also theIr level abd spells they possess.   Then you can use SSEEdit to look that Base ID up, determine their source templates, and see if any mod messes with those by adding more spells, changing combat styles, etc.  Heck, it could even be that some mod messed with Nord race record...  Yeah, I remember seeing a follower mod that overloaded race record, giving what was supposed to be special abilities of just that follower to the whole race...

2.  You got a dynamic distribution via SPID.  Check those distro files.

3.  An even more insidious method is you got some mod altering those NPC values via a script.   I.e, if you get super-annoyed at Serana raising the dead, and scoured her records...  game basically has a script that runs each time she levels, determines spells she ought to have, and adds those she does not have.

Thank you for giving me the tip to check files. As I was looking through my Data files, I found some from a mod that was the culprit. NPCs got player perks and spells distributed to them, my reading comprehension skills were evidently tabled while reading its description.
Funnily enough though, I was looking through the records of the mod adding the soldiers, and they were spawning with 0 Magicka, still summoning random things and casting flames or frostbite. That mod gave NPCs free use of the player's entire arsenal I suppose

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