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Disposition?


JanusForbeare

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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.
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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.

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  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.

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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.
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