YES! more is hard coded huh? It seems at first like like less is hardcoded when you look at all the settings in the CK, but then once you get to trying to do something there are dead ends. I made a post elsewhere about the combat styles (I think is why I got suddenly discouraged.) as the the combat style options were
cut in half! Now it is impossible to make the actors change their tactics based on their opponents actions as you could in Oblivion,
Like if the player starts attacking a lot the actor blocks more, but if the player is backing up and not attacking the actor attacks more...that kind of thing....
and that is the heart of most of my mods.
The way it is now you get an aggressive (attack more ) or a defensive (block more) actor but not one that can change its tactics based on what the player is doing as it was in Oblivion.
Well, I am sure I will feel better after some sleep, thanks for the help!
I hear you. I too am disappointed (in what, not sure) about all this. It seems like many of the gains we all respectfully made in Oblivion scripting have been pretty much done away with.
Scripting just feels more complicated (which it is considering the language change) and at the same time there is still a lot of hard-coded stuff. As an example, there is an Event that gets fired every time a "Story Manager" Crime is detected... but there is no way (that I can see right now) to get at that information without jacking into the Story Manager itself, and even then it is limited.