JanusForbeare Posted January 4, 2012 Share Posted January 4, 2012 I'm in the process of designing a companion mod that, in it's current (theoretical) incarnation, relies heavily on the disposition system as it functioned in Oblivion. That is to say, a percentage based system that is reactive to player dialogue and actions. However, the disposition system in Skyrim seems (superficially, at least) to function more like a binary "on-off" switch that is activated by completing quests. Anyone know the nuts and bolts behind the disposition system in Skyrim? I wouldn't be asking if the CK were available, but, well, you all know the story there. Link to comment Share on other sites More sharing options...
Malcom86 Posted January 4, 2012 Share Posted January 4, 2012 How do you wish to do, before the CS comes out ? I'm interested too to create such a mod... Link to comment Share on other sites More sharing options...
JanusForbeare Posted January 4, 2012 Author Share Posted January 4, 2012 Until the CS comes out the project is in the developmental phase, during which the script is written and potential obstacles to full implementation are identified. Hence, this post. Link to comment Share on other sites More sharing options...
jimhsu Posted January 5, 2012 Share Posted January 5, 2012 I believe the command is setrelationshiprank and ranges from -4 to 4: 1=acquaintance, 2=confidant, 3=ally, 4=lover, -1=rival, -2=foe, -3=enemy, -4=archnemesis. (Zero and -5 or lower are unassigned ranks and will default to "acquaintance.") For more fine-grained control, you could probably initialize a local variable via script. Link to comment Share on other sites More sharing options...
KaptTorbjorn Posted January 5, 2012 Share Posted January 5, 2012 On 1/5/2012 at 4:28 PM, jimhsu said: I believe the command is setrelationshiprank and ranges from -4 to 4: 1=acquaintance, 2=confidant, 3=ally, 4=lover, -1=rival, -2=foe, -3=enemy, -4=archnemesis. (Zero and -5 or lower are unassigned ranks and will default to "acquaintance.") For more fine-grained control, you could probably initialize a local variable via script.Yea this is what it is, so not sure if such a mod would really be possible unless you wrote in some sort of 'friendship degrading' timer or something. Link to comment Share on other sites More sharing options...
JanusForbeare Posted January 5, 2012 Author Share Posted January 5, 2012 Thanks for the info. It does indeed look like I'll have to script something in for my purposes. Thank you, Bethesda, for once again trashing a perfectly good feature. Link to comment Share on other sites More sharing options...
nosisab Posted January 5, 2012 Share Posted January 5, 2012 There is no doubts the relationship system was over simplified since previous TES games. That's a structural change I dare not to judge viable or not under the vanilla engine. Separating disposition from hostility + faction bonuses and whatever parameter can affect the general reaction is a must in such proposal and way to retrieve those statuses/values of course, so it may need support from SKSE to be fully implemented someday. Just a rough guessing, not to take these words for granted. Link to comment Share on other sites More sharing options...
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