Packages don't work on creatures or summons?

Post » Thu Jun 21, 2012 7:04 am

I'm just trying to figure out why my packages are not working on my summoned mobs. Do Packages just not work on summoned creatures or Non humans like Skeletons?
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kat no x
 
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Post » Thu Jun 21, 2012 3:20 pm

I'm just trying to figure out why my packages are not working on my summoned mobs. Do Packages just not work on summoned creatures or Non humans like Skeletons?

I am pretty sure they have their packages overridden by some default "minion" package of sorts, which basically tells them to follow the player around at all times and attack anything the player attacks or is attacking the player. It is likely unchangeable.

You could circumvent this by using a script to create the actor instead of the default summon magic effect archetype.
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maya papps
 
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Post » Thu Jun 21, 2012 1:28 am

Yeah, that is what I am considering doing. However after watching a vid on packages last night I see one more thing to try before going that route. I had tried earlier to do setup a skeleton as a follower but didn't work although I'm think now its because I did not unchecked "summonable"

It might simply be because I only had a flee procedure with a condition that the playr has a distance of less than 2 feet. But I think maybe packages are different in that I have to actually tell the skeleton to look for the player in a sequence before that?? I don't know. At least that's what I'm going to try later at home unless someone saves me time and tells me I'm wrong... or that I'm correct would be nice too lol
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gandalf
 
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Post » Thu Jun 21, 2012 4:36 pm

There are some packages in the CK handling summons. Maybe you can use thoose to learn what you wanna know?

Also, make sure to not use any template data when creating summons and give them packages, I think this will override.
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Robert Garcia
 
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Post » Thu Jun 21, 2012 8:02 am

Well as a test I created a duplicate of my skeleton summon and I made it unagressive so it would not attack and removed "Summonable". Then I put my flee package on it, went into the game and I placed it at me with the console..

And guess what.. It ran away from me. So it would seem that being a summon is over riding my flee package..

The problem is now... I don't know how to give a skeleton a relationship with the player. When you try to create a relationship and you go to select a parent or a child the skeleton race does not show up on that list at all.

Anyone know away around that?
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Alex Blacke
 
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Post » Thu Jun 21, 2012 5:35 pm

So yeah Now I have pretty much solved the problem. I just have to Redo my entire mod now Jaja. Well at least I have to change about 60 spells from actually summoning something to placing it via script and then setting the relationship with the player in the script as they are placed. Then I have to figure out how to make them followers.. Which I suppose can pretty much be done easily enough with another package to follow the player.. Then change them so they Delete when they die and thats that..
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Epul Kedah
 
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Post » Thu Jun 21, 2012 2:31 am

Anyone know away around that?

You could also have tried to put you and the skeleton into a faction and give it rank 1. Or do it via dialogue/quest with a script fragment:

http://www.creationkit.com/SetRelationshipRank_-_Actor
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Epul Kedah
 
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