Making a power that summons 5 NPC's

Post » Wed Jun 20, 2012 4:45 pm

I want to make a power that summons 5 Assassins to help me for 120 secs, but I just can't get it to work. I can make the power to summons 1 Assassin, but that's it. Does someone know how to fix this?
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Oscar Vazquez
 
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Post » Wed Jun 20, 2012 12:20 pm

Nobody?
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Brandon Wilson
 
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Post » Wed Jun 20, 2012 4:45 am

Several ways....

1) add a unique keyword to your magic effect. Take a look at the Twin Souls perk implementation which uses modify commanded actor limit and implement a similar perk, but change it to use a keyword on the magic effect. In your spell, you'll need to put the magic effect in their five times.

2) More convoluted. Create a quest with 5 aliases and add the PlayerFollower package to them. Instead of summoning effect, use a script to place the npcs at the player and then add them to the alias. This is from memory, and you'll have to figure out the quest and proper referencealias for your script, etc but it can be a good learning experience.
objectreference NPC1 = Game.GetPlayer().PlaceAtme(NPCActorRef)QuestAlias1.ForceRefTo(NPC1); rinse and repeate 4 more times for each NPC
At the end of the effect, disable and delete the NPCs.

-MM
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Lovingly
 
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Post » Wed Jun 20, 2012 3:43 pm

I'll try your first way, thank you and I will report if it worked :D
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Sanctum
 
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Post » Wed Jun 20, 2012 4:13 am

Thanks, it worked :) I created a perk like Twin souls but for 5 summons, I made it hidden and associated it with the MGEF for the summoning, and now I can summon 5 of them! Great, and thanks again :D
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Wane Peters
 
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Post » Wed Jun 20, 2012 3:12 pm

Great! The only caveat you'll find with that solution, which I didn't cover, is that if the player switches to a base conjuration spell afterwards and cast it, all your others will disappear. If they have Twin Souls then all but one of yours will disappear.
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SWagg KId
 
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