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[LE] Changing atronachs spell lists?


Myst42

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Thought it was as simple as making a new spell, adding it to the spell inventory of atronach NPCs, one would summon them and they'd use it

I can't stop companions from using another custom spell I made for another mod, so i figured, the game engine would allow them to use the new spells by default

 

Turns out it doesnt.

 

Basically, I wanted "potent" flame atronachs to use fireballs and flame atronach thralls to use incinerate

 

For some reason, they refuse to use any other spell than firebolt

So anybody knows what am I missing here?

It can't be the fire effect since it's literally the vanilla one right? Spell has few places to change and I even tried making it cheaper and they still wouldn't use it.

Tried altering the spell to detect who was casting it and change accordingly

Tried removing all others spells and leaving mine alone, all of which resulted in incompetent melee-only atronachs

 

Can't see any AI pachage they're using that tells them they can only use fireball

 

So where the hell is this feature so hardcoded?

Edited by Myst42
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Not sure why they are having issues as I haven't tried it myself, but what about a script that has the NPC fire the spell you want based on scripted scenarios like the atronach being in combat.

I'm trying to avoid scripting as much as possible. It shouldn't be needed for just making an NPC cast a spell

 

Anyway, think I cracked it. I just duplicated the magic effect from firebolt and turned it into fireball and incinerate, added it to new spells, added new spells to upgraded atronachs and they're using them now.

Not sure but I think it maybe is related to "minimum skill level" setting on the magic effect editor. Firebolt is set to 25 while fireball and incinerate are set to 50 and 75 respectively.

Shouldn't matter since the atronach NPCs had a destruction value of 99 but who knows.

All that matters is that it works now.

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