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Actor templates (calc for each template).


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I'm trying to link the different characteristics (via templates) of the characters. All dependencies on player level are deleted (everything is 1 level).

 

http://distlinks.net/img/lnk/3f4tgun201.gif

 

Each entry is selected randomly, but parameters like Traits, Stats, AI Data and Inventory must be strictly attached to one character. E.g if the game will randimly pick up encGunnerFaceF03, Traits, Stats, AI Data and Inventory parameters should be taken from there as well. Am I right, that for this it is necessary to turn on Calc for each template?

Will this work with the case below?

http://distlinks.net/img/lnk/3f4tgun202.gif

 

 

It's just LvlGunner. What game will choose in this case?

Edited by orangedeal
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Also I can't understand why the characters spawned through lvl, have some characteristics higher then the characters they refer to.

E.g. Intelligence. In NPC (Actor tab) there is Intelligence 8, but when i spawn this lvl with console, i can see than the intelligence equals to 9. I can't understand this at the moment.

 

I'm not happy :confused:

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These entries in Race and Class sections have been removed from the beginning.

 

http://distlinks.net/img/lnk/6228hh.gif

 

Intelligence 8. This is the highest value of all the NPC that can be spawned with LvlInstituteRefugee. But when the characters spawned, the highest number will be 10.

 

LvlInstituteRefugee refers to LCharInstituteScientist and LCharInstituteScientist have this:

 

http://distlinks.net/img/lnk/5gwrr.gif

 

Exactly what I need. But the result is not the one I want, something raises the intelligence by 2 :sad:

Edited by orangedeal
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Propably just means they spawned before you changed the class and race or it's another actor spawning from that list.

 

Don't edit vanilla class and race, instead give your actor negative value stat, like carryweight is done for companions so they dont have 500 carryweight. If you don't want stats for your npc, give him class ZeroSPECIALclass, Deacon has that I believe and player. Then just manually put what you want in actor tab.

 

There isn't any difference on npc with 0 intelligence and 100 intelligence anyway.

 

Atleast for my custom races the values are always Race + Class + Actor when I spawn them, unless they wear item that gives + stat.

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Propably just means they spawned before you changed the class and race or it's another actor spawning from that list.

I spawn them using the console with "player.placeatme". These are the characters to which the entry refers. Or I missed something. Or maybe there is some kind of script or something like that works.

 

Don't edit vanilla class and race, instead give your actor negative value stat, like carryweight is done for companions so they dont have 500 carryweight. If you don't want stats for your npc, give him class ZeroSPECIALclass, Deacon has that I believe and player. Then just manually put what you want in actor tab.

I'm changing all characters/creatures in the game, without exception. Already almost finished. These and other changes took almost 5 months.

 

There isn't any difference on npc with 0 intelligence and 100 intelligence anyway.

I thought about it, but for perfectionism, scientists must have higher intelligence than dirty peasants :D

But what about Perception? It seems that for NPC it doesn't matter too.

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I'm not sure whats causing it then.. scripts or magic effects can change stats but I don't think any effects/scripts should be doing that when you spawn npc from console.

 

Some stats do matter, perception does and you can give npc's a lot of perception and it becomes very hard to sneak past them even with sneak perks, not sure if it has somekind of cap.

 

Difference between say.. 7 and 10 perception is not big but try 1 vs 50 and you see big difference.

 

Edit: I think your npc's might be wearing clothes that gives + int?

Edited by vkz89q
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Some stats do matter, perception does and you can give npc's a lot of perception and it becomes very hard to sneak past them even with sneak perks, not sure if it has somekind of cap.

I see.

 

I think your npc's might be wearing clothes that gives + int?

I have not changed the params of outfits yet, I planned to do it later. I just forgot about it. You are right, it was lab coat http://distlinks.net/images/smiles/icon_cry.gif Thank you!

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