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Making Partners attack NPCs...


Fluke300

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I was under the impression that a companion would immediately attack anyone or anything that took a hostile posture against you. Make yourself a spell that targets only you, but has an area of effect as wide as possible, but only does one point of damage for one second. Your companions should ignore it because they should like you, however, everyone within a hundred feet will get pissed off at you, which in turn will cause your companions to start a riot.

 

If you want them to attack someone "just because you say so" I do not know if that can be done. Maybe one of the script gurus can help you.

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I was under the impression that a companion would immediately attack anyone or anything that took a hostile posture against you. Make yourself a spell that targets only you, but has an area of effect as wide as possible, but only does one point of damage for one second. Your companions should ignore it because they should like you, however, everyone within a hundred feet will get pissed off at you, which in turn will cause your companions to start a riot.

 

If you want them to attack someone "just because you say so" I do not know if that can be done. Maybe one of the script gurus can help you.

 

The principle of what you say should apply even if I shot a guard with an arrow. And the "Attack NPC" command doesn't work on 'good guys', only evil NPCs that they attack anyway.

 

The thing about the partners is that, regardless of my fame, once I commit a murder they will no longer follow me. It makes it hard to RP a less than favorable person, when you steal/attaack/murder they loose all loyalty.

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I was under the impression that a companion would immediately attack anyone or anything that took a hostile posture against you. Make yourself a spell that targets only you, but has an area of effect as wide as possible, but only does one point of damage for one second. Your companions should ignore it because they should like you, however, everyone within a hundred feet will get pissed off at you, which in turn will cause your companions to start a riot.

 

If you want them to attack someone "just because you say so" I do not know if that can be done. Maybe one of the script gurus can help you.

Nope, it's actually based on dispositions and aggression. If your companions don't like you well enough, they won't help you unless you happen to be getting attacked by somthing they hate. If they have any positive disposition toward that target, they won't act unless your disposition is higher, or may act against you if their disposition toward that NPC is much higher.

 

NPCs no longer following you could be something that is part of the CM mod, or could just be because your personality is so bad. Although if you're stealing and murdering, can't really blame them.

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I've never had trouble with my Arachnalians, and they tend to stick with my assassin characters just fine with the CM partners scripts (one I have to leave home because he randomly attacks city guards). I think it has to do with how you set up their configuration in the CS and their Partner Class; some Partner Classes are more friendly towards evil folks than others.

 

Other possible fixes include getting to the top of the DB arc and getting your own murderers to follow you places, or choosing a differently scripted companion mod - Amozabael the Dremora Companion absolutely smiles on evil characters because, well, he is one.

 

You can also use Toaster's new Share and Recruit for OBSE; I'm pretty sure companions from that will stick with you no matter what you do, provided you can keep them alive (the one big downside). These recruits will, however, attack whomever you tell them to. This mod is fully compatible with CM Partners and I have some companions I've recruited through both mods in order to access the better parts of both scripts.

 

Share and Recruit:

 

http://www.tesnexus.com/downloads/file.php?id=3066

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