zeroeternalz Posted June 1, 2012 Share Posted June 1, 2012 (edited) Based on the formula I created for my Bard summon: 1. Create a new magic effect: Set as fire and forget | contact | Value Modifier | AbFortifyHealRateCombat (Make sure you add the property: IsHostiletoActor set to 0).2. Create a new hazard spell using the magic effect you created in the first step.3. Create a new hazard and attach the hazard spell you created in step 2.4. Create a new magic effect that the npc can use to "fire" the spell. (set this to fire and forget / aimed / value modifier / health / and make this hostile). Click okay to save.5. Reopen the file you just made and go to the scripts section, click add and type in hazard in the filter field. (can't remember the script name right now, I don't have access to CK). Click on the script that attaches a hazard. 6. Go into the script properties and apply your hazard that you made in step 3. Click okay and leave the magic effect you made.7. Create a new spell for the magic effect you made in step 4. This spell is what you'll give to your npc. It will trick the AI of the follower to fire this at enemies during combat, so make sure you set the damage to 10.8. Go to Combat Style, and set the Combat Style to 0 melee, 0 ranged, max magic, 0 voice, 0 staff, 0 unarmed. (this will prevent the NPC from going into melee state).9. Remove any staffs your follower may have in inventory.10. Add the spell you made in step 7 on your NPC's spell list. And don't forget to set your customized combat style to your follower. In combat, your NPC will now fire out the spells at enemies, but it will spawn out a hazard spell that will heal you if you're in the field. This basically manipulates the follower AI to "attack the enemy" but in fact it's just duping it into creating a hazard effect. The spell won't cure the enemy because it is hostile and the enemy will in fact take the amount of damage you set on step 7. You're player will suffer minor damage from friendly fire, but once the hazard takes place you'll regen health depending on the timer you set your hazard to last. The enemy won't recover because they would be considered hostile to the actor. This works best if you're in melee combat, you'll notice your follower will keep firing these spells at the enemy, and your PC will keep healing. The follower won't heal you after combat because it is considered a combat spell. I also know how to manipulate this spell so that it's a constant effect cloak for the NPC, but I removed it from my bard NPC because I felt it was OP. ( I probably could have lowered the healing rate to balance it). As I mentioned a few times before, check out the Bard Summon I made. DL it so you can check out what I did. I named all the effects, hazards, spells, etc pertaining to the bard with his name (Svaknir) before every ID name so you can filter it. Since you want to make your character strictly for healing, just focus on all items associated with his "Song of Life" spell. If you follow the steps I mentioned above, you can follow what I did. Also can also possibly applied to an explosion effect, but I haven't tested it. I do know that if you have summoned creatures or multiple followers, the spell will count as hostile, and they will attack the NPC that casted the spell. If you're looking for a follower that will only cast vanilla heal other spells, I don't think that's possible. Hope this helps, and if you plan on releasing a mod using this formula, please give credit. Thanks! Edited June 1, 2012 by zeroeternalz Link to comment Share on other sites More sharing options...
jet4571 Posted June 1, 2012 Share Posted June 1, 2012 (edited) That was towards Fg109 about compatibility with other follower overhaul mods. to get the NPC to heal the player you need to have it scripted because they use the same combat targeting system for healing as they do combat, using vanilla setups without scripting the heal function in, an NPC will target an enemy and remain targeted ignoring all others until it is down. So the vanilla system does not allow for medics in the game. and a script/quest to add dialogue for follow/dismiss and add/remove those factions and AI pack will be required otherwise the NPC will always follow unless they die or just bug out and disappear. But really if a quest that adds and runs the scripts uses an alias that points to faction's, say potentialHealerFaction for the follow/dismiss dialogue, and another alias faction of CurrentHealerFaction that has the follow AI packs and factions plus the heal script, packaged in an esm then anyone could make a potential healer by just adding the one faction and the other non combat tweaks. Nice workaround zeroeternalz using the vanilla combat system to fool it into healing a player. but you better hope you are not down to 9 hp when it casts it lol. that would be unfortunate but funny all in the same bucket. Edited June 1, 2012 by jet4571 Link to comment Share on other sites More sharing options...
zeroeternalz Posted June 1, 2012 Share Posted June 1, 2012 Hahaha, yeah that is the only major downfall to the work around... that situation has happened to me a few times when I was testing the mod. Link to comment Share on other sites More sharing options...
fg109 Posted June 2, 2012 Share Posted June 2, 2012 Actually, when I said compatibility, I meant that I wanted the follower to be able to be managed through the different follower overhauls, as well as being able to heal other followers. I spent the whole day on making something that I think will work. Try it out and see what you think. A spell is added to the player to create a healing follower. Link to comment Share on other sites More sharing options...
maload Posted June 2, 2012 Author Share Posted June 2, 2012 Actually, when I said compatibility, I meant that I wanted the follower to be able to be managed through the different follower overhauls, as well as being able to heal other followers. I spent the whole day on making something that I think will work. Try it out and see what you think. A spell is added to the player to create a healing follower. thank you all of you to guide me. i will try to do it and come back when i do this job . and thank you to share your mod f109. i downloaded and will report soon . Link to comment Share on other sites More sharing options...
maload Posted June 2, 2012 Author Share Posted June 2, 2012 i dont know how to find this follower . fg109 :tongue: Link to comment Share on other sites More sharing options...
fg109 Posted June 2, 2012 Share Posted June 2, 2012 Check your lesser powers. Link to comment Share on other sites More sharing options...
Deleted4240918User Posted June 2, 2012 Share Posted June 2, 2012 (edited) i find some mod that claim to do like this . but it is not really what i want . because this npc love to fight enemy even he have no weapon in hand . so forgot about he will heal me . it never happen. anyone here have idea or used to create something like this ?? i dont care about game balance or anything . i just want to create a healer that heal and heal. Is this what you want? Healer Companion Edited June 2, 2012 by Guest Link to comment Share on other sites More sharing options...
zeroeternalz Posted June 2, 2012 Share Posted June 2, 2012 I've tested that mod, and she doesn't really work. She still attacks more than healing, and the healing spell she has equipped at the moment isn't accurate. She'll cast it and it doesn't do anything. Link to comment Share on other sites More sharing options...
blazon Posted September 15, 2012 Share Posted September 15, 2012 what is the name of your follower fg109????? Link to comment Share on other sites More sharing options...
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