Can you program "conditional" combat actions?

Post » Wed Jun 20, 2012 11:43 am

Basically I have completely made my NPCs, the spells, the quests, the scripts everything.
The remaining problem that really drives me crazy is that whatever spell is in the top slot (out of four) is the only spell the NPC will cast. For example, one of my NPCs, Misdreavus, starts out with a spell that does five damage and 66 stamina damage. Since then she has gained several spells, but still casts this one exclusively until she runs out of mana. Does anyone know how to make it so that she won't cast a spell if, say, the targeted actor is already below 70 stamina? That would make it so that she would punish people's stamina, and then move onto other spells.

I've just noticed that NPCs are incredibly dumb in battle, and I was hoping there was some way to make them behave a little smarter.
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Becky Palmer
 
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Post » Wed Jun 20, 2012 5:34 am

Anyone?
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x a million...
 
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Post » Wed Jun 20, 2012 4:16 pm

Something else that would be fine is some way of setting any spellcaster to use different spells. Even if its totally random what spell they use, I just need something to ensure that the NPC follower won't cast one spell exclusively.
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Victor Oropeza
 
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Post » Wed Jun 20, 2012 4:12 pm

Okay, so it turns out that by changing the Score property in a spell effect you can determine how likely the NPC's are to cast it. However, instead of being a raw probability, it seems like these scored merely check which one is highest and cast that if possible.
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Laura Elizabeth
 
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Post » Wed Jun 20, 2012 9:16 am

How about editing the target conditions in the spell effects? if that works, giving random conditions to various spells would make the NPCs don't cast them sometimes, which would effectivelly lead to a random selection of the spell to cast.
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Ilona Neumann
 
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Post » Wed Jun 20, 2012 5:41 pm

I thought the conditions decided not if they used them, but if the spell worked. Is that not the case?

Yeah, from the wiki:


Target Conditions

If these conditions evaluate to false, the effect will not be applied to the target. Frequently used in conjunction with http://www.creationkit.com/Keywords to exclude specific types of Actors from the effect.
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OJY
 
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Post » Wed Jun 20, 2012 4:09 pm

Hmmm. It seems like it may be possible to make conditionalized combat override AI packages tied to specific spells.

Does anyone think you could edit the UseMagic package template so that it was more like a 'UseRandomSpell'?
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Unstoppable Judge
 
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Post » Wed Jun 20, 2012 5:57 am

Hmmm. After experimenting with the AI combat override packages, I can't seem to make it make any actual difference to my NPCs behaviour unfortunately.
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Symone Velez
 
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