Combat Override usemagic and then..nothing.

Post » Thu Jun 21, 2012 12:27 am

I set it up so that when an actor gets in combat he gets a combat override to turn into a werewolf.

That works fine but then it is like he gets stuck. You can hack at the werewolf and it won't get mad or do anything. How do I get the actor back into combat?

(i've also tried this with Firestorm and after the cast the same thing happens...nothing.)


Any help would be appreciated.
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Lily Something
 
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Post » Thu Jun 21, 2012 1:45 am

http://www.gamesas.com/topic/1355419-custom-combat-package-help/page__view__findpost__p__20549039

But as I said there, that's just what I think happens. In the end I decided to just forget about using combat override package lists.
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Maria Garcia
 
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Post » Thu Jun 21, 2012 3:45 am

Well I can make a conditional based on actor race. Now I just gotta figure out the proper scripting for: actor.evp to put in the onend in the package.

If anyone knows what I have to write I'd appreciate any tips.

??
Scriptname {scriptname} extends actorreference

actor wolfguard

wolfguard.evaluatepackage()
???
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Wayne W
 
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Post » Wed Jun 20, 2012 8:29 pm

I've had a similar issue with werewolves not attacking, but, unrelated to custom packages. I'm not sure if it's the same problem, but if you set Unarmed all the way to 0.0 in the Combat Style, then once a werewolf, he'll run up to you, do nothing, and even run away when you hit him.
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!beef
 
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Post » Wed Jun 20, 2012 7:53 pm

In order to make a NPC using an override fight, the package must contain a part allowing the combat style to be used. You need to add an aditioanl procedure to the package after the use magic one. I'm not sure if there are others allowing combat, but hold position procedure will let the NPC fight.
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Ashley Tamen
 
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