z4x Posted April 4, 2013 Share Posted April 4, 2013 Is it even possible? If so then how would you do it guys? So far I've found only this method - http://www.creationkit.com/Dynamically_Attaching_Scripts - of detecting NPCs via cloak effect. But what if I havent met an NPC in game yet? I would like it to apply to every NPC that meets certain conditions (like gender / race especially). Thanks. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted April 4, 2013 Share Posted April 4, 2013 Is it even possible? If so then how would you do it guys? So far I've found only this method - http://www.creationkit.com/Dynamically_Attaching_Scripts - of detecting NPCs via cloak effect. But what if I havent met an NPC in game yet? I would like it to apply to every NPC that meets certain conditions (like gender / race especially). Thanks.there's always skyproc, but that cloak method is really good.Why do you need the NPC's to have a magic effect before you've met them?http://www.uesp.net/wiki/Tes5Mod:SkyProc Link to comment Share on other sites More sharing options...
z4x Posted April 4, 2013 Author Share Posted April 4, 2013 (edited) Why do you need the NPC's to have a magic effect before you've met them? Because I dont want the magic effects attached script to start running when I meet them, but earlier. Manual editing isnt solution either since I would like it to affect modded NPCs as well. :( In other hand, do NPCs even exists before players meets them for the first time? Or they are just static ActorBase templates? Edited April 4, 2013 by z4xx Link to comment Share on other sites More sharing options...
Derok Posted April 4, 2013 Share Posted April 4, 2013 (edited) You can apply a script on a passive effect, then add it in the race setting (like other racial bonus). It works on start for every npc of that race.And of course works for modded npcs. Edited April 4, 2013 by Derok Link to comment Share on other sites More sharing options...
GrimyBunyip Posted April 4, 2013 Share Posted April 4, 2013 Because I dont want the magic effects attached script to start running when I meet them, but earlier. Manual editing isnt solution either since I would like it to affect modded NPCs as well. :( In other hand, do NPCs even exists before players meets them for the first time? Or they are just static ActorBase templates?SkyProc would affect modded NPC's as well.As for your second question, I don't know. It would help to know what exactly you're attempting though. Link to comment Share on other sites More sharing options...
z4x Posted April 4, 2013 Author Share Posted April 4, 2013 (edited) You can apply a script on a passive effect, then add it in the race setting (like other racial bonus). It works on start for every npc of that race.And of course works for modded npcs. Thats an interesting idea. Curious if existing racials updates regularly or they needs New Game or not meeting certain NPCs before? Too bad there isnt "racials" for each gender tho. Would be easier to recognize. :) Edited April 4, 2013 by z4xx Link to comment Share on other sites More sharing options...
Derok Posted April 4, 2013 Share Posted April 4, 2013 (edited) New game is not required yeah it works only for both genders. And if an npc is met or not is not important I tested it.You can simply check npc gender in the script though. It should be getsex.Yes find it here http://www.creationkit.com/GetSex_-_ActorBase Edited April 4, 2013 by Derok Link to comment Share on other sites More sharing options...
Recommended Posts