How to disable following player by raised dead?

Post » Sun Nov 18, 2012 12:17 am

Hi,

I want to disable some kind of mysterious follow player package used by raised dead but I cant find it. I want to replace it with my own package so I can issue commands. Any suggestions will be most appreciated.
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D LOpez
 
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Post » Sun Nov 18, 2012 10:56 am

Not at home but my guess is that your best bet would be to check the magic effect.
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Jimmie Allen
 
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Post » Sat Nov 17, 2012 8:47 pm

Not at home but my guess is that your best bet would be to check the magic effect.

I did. There is nothing there. Absolutly no clue. Thats the problem. Funny thing is the same is with summon creatures, but if I apply package on summon creatures there is no problem everything works fine as if my package override their default package. Sadly this is not the case with rais dead. Thats the problem. Any other suggestions?
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Big mike
 
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Post » Sun Nov 18, 2012 1:07 am

I am somewhat sure the effect has a script attached.
You could create a new effect(or modify the old), copy the script and change it to point to a quest ref alias. In that alias add your package.
When you cast the spell twice I am not sure if the previous alias will still have your package if overriden. If your "old" alias does not have the package after overridden you can create like 3-4 aliases to fill/clear them one after another.
Skyrim has no addscriptpackage so this is the "hack" for this.
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Laura
 
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Post » Sun Nov 18, 2012 7:19 am

I am somewhat sure the effect has a script attached.
You could create a new effect(or modify the old), copy the script and change it to point to a quest ref alias. In that alias add your package.
When you cast the spell twice I am not sure if the previous alias will still have your package if overriden. If your "old" alias does not have the package after overridden you can create like 3-4 aliases to fill/clear them one after another.
Skyrim has no addscriptpackage so this is the "hack" for this.

I have no problem with getting the reference to current actor and appying a package via quest ref alias. I can do this with summoned creatures even without tweaking the summon spells so this works on all (I think so) summon spells and I can do this with raise daed. I have a problem with raise dead because even if I apply the package it is not working. The actor still follows me and is not following my commands. I dont have such problem with summoned creatures since they follow my commands even though I didnt remove any vanilla package from them. Any idea?
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jessica robson
 
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Post » Sun Nov 18, 2012 10:36 am

Anyone?
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Samantha Mitchell
 
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Post » Sun Nov 18, 2012 6:11 am

Bump
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Gemma Flanagan
 
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Post » Sun Nov 18, 2012 3:22 am

I think this behaviour might be hardcoded in the magic effect archetype reanimate. An idea might be, do create a script effect and control the behaviour and the whole reanimate process via scripts.

Also bump for you.
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Cody Banks
 
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Post » Sun Nov 18, 2012 10:31 am

Right, but how to do it? Perhaps I could kill the raise dead, then resurrect it, apply the shader and then somehow make the actor undead zombie? But how can I make current actor undead zombie? Anyone tried this?

As an alternative I could remove the rais dead and replace it with say a skeleton or draugr, but that would be very "unrealistic" and besides skeletons or draugr cannot use normal armor while raise dead can and I would like to build a heavily equipped undead army.
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Sudah mati ini Keparat
 
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Post » Sun Nov 18, 2012 8:33 am

If you want to do it via script I suggest cloning one of the reanimate magic effect. Change the archetype to another targeted effect.
Clone the attached script and modify it with aktarget.resurrect. Don't forget to modify the factions and AI Data actor values so the critter is friendly. Maybe you can also use setally. This alone could perhaps be enough. But it is useful to disallow activation of actor so the player can't talk to it (empty onactivate).
Clone the reanimate spell and change the first magic effect in the spell from reanimate to your created effect. Have the secondary magic effect in the spell.

This is a rough guideline I came up. This should help you create your own reanimated zombie.
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Katharine Newton
 
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Post » Sat Nov 17, 2012 9:25 pm

First of all I would like to thank you for your support.

But to the point. Are you sure this will create zombie/undead critter? If I resurrect the actor it will be alive, right? The second magic effect is just a shader (visual effect). So once again how to create a zombie out of a normal actor without killing it and reanimating it? If Im wrong please enlighten me.

This is a very interesting problem and very important for me. If resolved it would be a paradise for any necromancer.
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laila hassan
 
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Post » Sat Nov 17, 2012 7:18 pm

Well, by increasing priority of my minion quest to 75 I am now able to fluidly issue my commands like: follow, wait, wait there and charge forward also to follower (or followers, but this requires futher testing) on great distances. This is compatible with Amazing follower tweaks and possibly with other follower mods. I still have a problem with raise dead though.

Anyone?
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Charlie Ramsden
 
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Post » Sun Nov 18, 2012 9:24 am

I could be wrong, but don't raised dead fall into the "commanded actor" category (e.g., IsCommandedActor() is true)? If so, try removing/intercepting that flag and then dropping them into an alias that in turn triggers whatever AI package you want. Note that I've never personally tried this, so I could be completely off. :tongue:
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Ryan Lutz
 
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Post » Sat Nov 17, 2012 8:44 pm

Seems another idea. Great! How can I remove/intercept the flag? BTW normally summoned cratures are commanded as well and there is no problem. Still Im going to test it since I have no other idea and sometimes strange ideas work like a charm.
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Damian Parsons
 
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