blazon Posted September 16, 2012 Share Posted September 16, 2012 (edited) Instead of creating a new topic I will just continue this one, I have searched endlessly trying to help me with to get help with healing scripts I have downloaded a bunch of healing companion mods, including cerwiden but I can't get from any of those the actual notepad file that shows the healing script.All I want to is be to able to know what variables to name etc.for example something like Event OnDying(ObjectReference PlayerRef)If player health < 20%cast spell heal other target "player"endeventcan anyone point me in the right direction?? Edited September 16, 2012 by blazon Link to comment Share on other sites More sharing options...
Mujuro Posted September 19, 2012 Share Posted September 19, 2012 @blazon I won't be releasing Cerwiden's source code until I'm done with the mod and am able to clean up the code a bit. Right now, I'm simply changing too many things still with her new questline functionality. In terms of "general direction" on creating a follower healer, there are a few different approaches you can try, and each approach has pros/cons. Admin quest + AI package approach: Basically, create an admin quest that runs in the background that contains your healer alias. Bind the spells you want the healer to cast to the alias. Pros: Easiest approach, no/minimal scripting required (you may have to do a few quest fragment scripts, depending on how you have things set up). Cons: You're reliant on NPC "compliance" with your package rules on both pathfinding and targeting. NPC AI here has been glitchy since day 1, and there's not much we can do until Bethesda releases the remaining "unreleased" code for Skyrim.Use the ability + cloak technique to trigger the follower to heal. Pros: Slightly more complex than the first option, but doesn't run into some of the same "cons" if you set up your spells right. Cons: A number of vanilla quests get borked by cloaks if you don't code in checks for them (there's the new Brawl Bug Plugin that can be used, if you code your cloaks to that convention). Also requires that you have a good understanding of the fundamentals of how magic effects get triggered and work, as there are a number of "conditions" that don't work for them (you can put them in, they simply get ignored by the game). Faction membership is a reference example of this.Use scripts to manage triggering of spells. Pros: Gives the most control over when your follower takes action, etc. Cons: You need a decent knowledge of Papyrus scripting, including how to work with events (e.g., in your example above, if you want your follower to heal, you probably don't want to use OnDying as your trigger ... remember also that depending on the number of complex mods with scripts you run, rig horsepower, etc., your spells may not kick in immediately; there are a lot of factors and considerations. Also, scripts that "replace" vanilla functions may very well add unnecessary processing overhead to your mod.Depending on your comfort level, you can take any permutation/combination of the above. :) Link to comment Share on other sites More sharing options...
Kasprutz Posted January 10, 2013 Share Posted January 10, 2013 @blazon I won't be releasing Cerwiden's source code until I'm done with the mod and am able to clean up the code a bit. Right now, I'm simply changing too many things still with her new questline functionality. In terms of "general direction" on creating a follower healer, there are a few different approaches you can try, and each approach has pros/cons. Admin quest + AI package approach: Basically, create an admin quest that runs in the background that contains your healer alias. Bind the spells you want the healer to cast to the alias. Pros: Easiest approach, no/minimal scripting required (you may have to do a few quest fragment scripts, depending on how you have things set up). Cons: You're reliant on NPC "compliance" with your package rules on both pathfinding and targeting. NPC AI here has been glitchy since day 1, and there's not much we can do until Bethesda releases the remaining "unreleased" code for Skyrim.Use the ability + cloak technique to trigger the follower to heal. Pros: Slightly more complex than the first option, but doesn't run into some of the same "cons" if you set up your spells right. Cons: A number of vanilla quests get borked by cloaks if you don't code in checks for them (there's the new Brawl Bug Plugin that can be used, if you code your cloaks to that convention). Also requires that you have a good understanding of the fundamentals of how magic effects get triggered and work, as there are a number of "conditions" that don't work for them (you can put them in, they simply get ignored by the game). Faction membership is a reference example of this.Use scripts to manage triggering of spells. Pros: Gives the most control over when your follower takes action, etc. Cons: You need a decent knowledge of Papyrus scripting, including how to work with events (e.g., in your example above, if you want your follower to heal, you probably don't want to use OnDying as your trigger ... remember also that depending on the number of complex mods with scripts you run, rig horsepower, etc., your spells may not kick in immediately; there are a lot of factors and considerations. Also, scripts that "replace" vanilla functions may very well add unnecessary processing overhead to your mod.Depending on your comfort level, you can take any permutation/combination of the above. :) Good summary to understand healing mechanism. Link to comment Share on other sites More sharing options...
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