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Class/AI/Combat Packages - Info Plz?


Josephrose

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Ok sooo, I think many would agree that a comprehensive CK bible would be nice. Telling exactly what all these do exactly, but even short of that, I'm wondering if anyone has a general idea, what each one controls.

 

I mean..... /sigh... You can't even just match them up. If you choose a "Class" there is not "Combat Style" with the same name. Then there is "Attack Data", sooo does that change automaticly?

 

Then if you made an NPC caster, there is "Spell List" which is self explanitory, but do you need to add spells here? Would a caster "Class" auto add the spells it casts? ( I should have checked that myself, but honestly have not played with it much)

 

So far, it seems like swinging in the dark. You could set the NPC in world, (if its a friendly NPC add a few enemies near by), log in, and see how they fight. Even then having no clue which settings are doing what.

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I think you are thinking too hard. Class just put whatever you want. Combat style is what counts. You have to manually add any spells or perks you want the npc to have, class doesnt do that for you. Also, aggression is very important. Casters and rangers would be less brave, and melee would be more brave. Dont use frenzied, because they will attack anything and everyone. As far as testing goes, make the npc a follower and take them out to see how they fight. There are plenty of combat styles to choose from that are pretty much self-explanatory. Dual wield try mercer fray or whatever his name is.

 

Test, tweak, retest, retweak, re retest, have a sandwich. If it were easy, everyone would be doing it. Good luck, hope that helps

 

Edit: I think "class" is for how the npc gains skill levels

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