Clipz Posted November 18, 2007 Share Posted November 18, 2007 Unfortunately I havent been on this site, let alone my computer, lately. Either way I've had time recently to come back to oblivion and I wanted to work on a mod that added a spell to the player that makes characters follow you. I have it done and they follow me...for 2 seconds... until they return to their normal behavior. I'd like some help to figure out how to make them follow me permenently, or maybe until I hit them with another spell to remove the AIPackage. Any help on this will be appreciated, and probably a good learning experience for me. --Clipz Link to comment Share on other sites More sharing options...
LoginToDownload Posted November 18, 2007 Share Posted November 18, 2007 You're using AddScriptPackage, yes? Can you give more information about the package's specifics? (Must Complete, Duration, etc) Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 18, 2007 Share Posted November 18, 2007 Toaster says share and recruit does pretty much what you want to do, and then some. The reason why "addscriptpackage" seems to get cleared is because those packages, no matter what they contain, are temporary. The NPC will clear then when they evaluate their packages. The easiest way to get around this is to use an ability which maintains those packages, and add that ability to the NPC. Since the ability runs every frame, it can keep the package alive until the ability is removed. However, you'll still have issues where NPCs which respawn will disappear. This is because when they respawn, they don't have that ability any more. Link to comment Share on other sites More sharing options...
Abramul Posted November 18, 2007 Share Posted November 18, 2007 You could also try using the CS to make a very high magnitude, long duration Command Humanoid spell. Duration 2280 and Magnitude 1000 should command anyone level 250 or under for a game day. Link to comment Share on other sites More sharing options...
LoginToDownload Posted November 18, 2007 Share Posted November 18, 2007 CSWiki says that "Must Complete" would solve it... Link to comment Share on other sites More sharing options...
Clipz Posted November 18, 2007 Author Share Posted November 18, 2007 Thanks a ton. Never woulda thought to make an ability. And if anyone remembers the little project I started before, where the houses of people who are killed go for sale, I have it working.. but I don't have the time to get it working for all the people. If you want to take up the project let me know Ill send you the files and give you any help or explanations you need to finish it via emails. If not oh well, I honestly dont care if it gets finished. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 19, 2007 Share Posted November 19, 2007 CSWiki says that "Must Complete" would solve it...Well, unfortunately that isn't the case. There are two quest packages which are added by addscriptpackage. Both are completable actions, but they break after a few seconds or as soon as the player talks to the NPC. Additionally, must complete only works on closed action packages which can be completed. Since a follow package is really a travelto. upon reaching the target, even with "must complete" the package would still be removed since it did actually complete. Finally, even if you have "ignore fallout behavior" checked the NPC will not react to anything combat wise (kinda useless for a companion) but will still end up clearing the package if they are damaged enough to cause a flee response, or if they are paralized, knocked unconscious. Using an ability to keep a package refreshed is really the only way you can make a constant package work on a random NPC. Link to comment Share on other sites More sharing options...
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