Deleted56253002User Posted April 2, 2021 Share Posted April 2, 2021 So I made a "Retreat" AI package that has NPCs flee to a location, and I'd like to know how I can make them go faster during this AI package. To get started, should I look into creating the script inside the AI package itself or through a quest or an object? Link to comment Share on other sites More sharing options...
Shadeybladey Posted April 2, 2021 Share Posted April 2, 2021 There are files accessible in the CK which govern all forms of movement. I made an unpublished mod to make the speeds of walk, run, sprint, sneak walk and sneak run more similar to the values in AD&D. But this was quite a few years ago, I'll have to dig them up. If there is an MGEF that increases movement speed, you could try using a copy of that. If not, you could make copies of the Sprint Speed and, say, double it and have that take effect according to a script, or perhaps a hidden perk when you equip something in your favourites menu. Morrowind had the Blinding Boots of Speed, I forget if there is a similar item in Skyrim :smile: Oh, I just realised this is for NPCs. But making the AI package use a Double Sprint Speed file should work. I don't know much about AI packages, though. :( Link to comment Share on other sites More sharing options...
Deleted56253002User Posted April 3, 2021 Author Share Posted April 3, 2021 (edited) I just realized that scripts weren't necessary for this. For anyone wondering how, I simply created a perk and some abilities/magic that modifies speed, and created a condition for the effect to only activate if the AI package condition is met or if the target was fleeing. Edited April 3, 2021 by Guest Link to comment Share on other sites More sharing options...
Shadeybladey Posted April 3, 2021 Share Posted April 3, 2021 Excellent! :D Link to comment Share on other sites More sharing options...
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