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[LE] Need Script Help -- Conjure/Summon 3 NPCs with a shout


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I am needing help with an idea that involves a shout/voice power that will summon a total of 3 actors at once on the the 3rd shout -- basically work much like the Howl of the Pack but with custom, humanoid followers/NPCs.

 

I already have the shout/words of power/magic effect/spells setup and that’s all working fine with no issue. Don’t need help there.

 

How I want it to work:

  • WORD1 summons ACTOR1 (unsummons any other summoning)

    • This currently works no problem

  • WORD2 summons ACTOR2 (WORD1 actor unsummons)

    • This currently works no problem

  • WORD3 summons ACTOR1 + ACTOR2 + ACTOR3 (WORD1 + WORD2 actors unsummons)

 

Like I said, WORD1 and WORD2 all work as they should -- that was easy, both actors were placed as the "associated item" of a conjuration magic effect linked to the spell that the shout/WOPs are linked to. The issue is WORD3.

 

So in the basic script I use below:

Scriptname SCRIPTNAME extends ACTIVEMAGICEFFECT

ActorBase Property ACTOR1 AUTO
ActorBase Property ACTOR2 AUTO
ActorBase Property ACTOR3 AUTO

ObjectReference NPC1
ObjectReference NPC2
ObjectReference NPC3

EVENT OnEffectStart(Actor akTarget, Actor akCaster)

NPC1 = Game.GetPlayer().PlaceActorAtMe(ACTOR1)
NPC2 = Game.GetPlayer().PlaceActorAtMe(ACTOR2)
NPC3 = Game.GetPlayer().PlaceActorAtMe(ACTOR3)

EndEVENT

EVENT OnEffectFinish(Actor akTarget, Actor akCaster)

NPC1.DisableNoWait()
NPC2.DisableNoWait()
NPC3.DisableNoWait()

EndEVENT

WORD3 in my shout is correctly linked to a spell that is then linked to the magic effect that has the script above, the properties in the script are correctly assigned.

  • WORD3 summons ACTOR1, ACTOR2, and ACTOR3, however they:

    • Don’t follow me they just stand there,

    • Don’t attack when I’m in combat with someone,

    • Basically they behave like a companion you can talk to (ie. Talk Karliah) versus a summoned single creature or single actor that will have the "....'s Karliah", which is what I want -- this works when it's just an individual but with the script above, it's a no-go

    • I did try replacing an actor with a summonable creature and the creature behaved as normal

I have already tried various Archetypes on the magic effect to:

  • Command Summoned; Result = Nothing summons I got this to work but it works just like the Summoned Creature result below

  • Script; Result = Nothing summons

  • Summoned Creature; Result = they summon at my location (I guess because it’s a "PlaceAtMe") but they don’t follow, don't attack (if I’m in distress) -- they don't behave like normal conjurations where they just follow you and fight with you.

Any ideas? Thanks for any friendly guidance!

Edited by justinglen75
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  • 5 weeks later...

Hi I don't know if you're still working on this, but I saw it unanswered.

What I would have done, is simply create 3 magic effects. One to summon each actor. Make sure that when you make these actors add them to the PlayerFaction, so they're treated as an ally and use a script like SetActorTeammate to perform this.

 

Create a spell/power and add all 3 effects to it.

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Hello! Thanks for the suggestion. I'll certainly try it out. I just gave up on it -- tried some other methods. One of those methods involved creating a modified "twin souls" perk to allow for three (the special perk is gained when the shout is learned: onread) summons at a time however when I used the 3rd word of the shout, 2 of the 3 characters would die where summoned. <Facepalm>

 

Your suggestions give me some hope so thanks, appreciate it!

 

Hi I don't know if you're still working on this, but I saw it unanswered.

What I would have done, is simply create 3 magic effects. One to summon each actor. Make sure that when you make these actors add them to the PlayerFaction, so they're treated as an ally and use a script like SetActorTeammate to perform this.

 

Create a spell/power and add all 3 effects to it.

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