Custom Follower Issue

Post » Wed Jun 20, 2012 8:35 am

Hey everyone,

I'm currently planning on attempting to make a mod where I have custom followers and they'll each have quests for you to do together and stuff. At the moment I'm only just designing them and I'm having issues with how they look in the creation kit compared to how they actually look in game.

The facial features are all perfectly fine, but the makeup/scars and stuff do not seem to be showing up once I put them in the game world. So far I've only made one follower just to test it all out and she's a female Breton fire mage. I recently followed this http://www.youtube.com/watch?v=V1caswZCPlo&feature=player_embedded in allowing her to use a custom hair style. I haven't bothered modifying her stats yet, I'm just focussing on her overall look in the game. At the moment I have her equipment and clothes, I just need to sort out how she looks when she's actually in the game and then I'll get more techincal into the NPC. I'll also make others once I've figured out what the problem is. Is there anyone who knows what could be doing this and if there is a work around for it?

Thank you very much for reading

Also this particular follower is a fire mage that I'm gonna add most of the fire spells on her so she's just a pure pyro maniac, could anyone suggest a combat style I can change from default to so that she just constantly uses her spells and then switches to her dagger once she's out of magicka? And does anyone know what a good actor base is that I could use as a template for her so I can add it too the Ai packages? Thank you again
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Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Wed Jun 20, 2012 6:56 am

I started out with combat style csForswornBossMagic and modified that.

Crank the 'magic multiplier' up several integers, this way the AI will mostly just use magic. You can also crank melee up a little bit to make sure she uses that.

ALSO: In my experiance, NPC's pick one spell they really really like and use that all the time. So you'll have to do some clever scripting to make her cast different spells
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Gill Mackin
 
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Joined: Sat Dec 16, 2006 9:58 pm

Post » Wed Jun 20, 2012 1:51 pm

I started out with combat style csForswornBossMagic and modified that.

Crank the 'magic multiplier' up several integers, this way the AI will mostly just use magic. You can also crank melee up a little bit to make sure she uses that.

ALSO: In my experiance, NPC's pick one spell they really really like and use that all the time. So you'll have to do some clever scripting to make her cast different spells

Actually, this isn't that hard. I wrote a cooldown script that works marvels, let me go find it....there!

Scriptname SpellCoolDown extends ActiveMagicEffect Int Property time  Auto SPELL Property Move  Auto event OnEffectStart(Actor akTarget, Actor akCaster)   akCaster.removespell(Move)   akCaster.UnequipSpell(Move, 1)   akCaster.UnequipSpell(Move, 0)   Utility.Wait(time)   akCaster.addspell(Move)endEvent
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quinnnn
 
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Joined: Sat Mar 03, 2007 1:11 pm


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