If you save and reload after NPCs have been assigned a birthsign they lose the birthsign and are not given a new one, any chance for a new version where they keep their birthsigns?
Are these copies of the original birthsigns or are the scripts giving them the actual birthsigns? I ask because I want to know if I change the birthsigns will the npcs reap the same benefits/drawbacks?
The mod is giving to NPCs copies of the current spells/magic effects defined for current loaded birthsigns, so it should respect changes you make from .esp files for not yet encountered NPC or a new game, those NPCs already encountered/stored in a savegame will probably not change.
This is a great idea, but the paralyze 60s would be totaly broken. The other sign are good, for example, atronach sign make some NPC anti mage, and healing 100pt make you must beat some twice, but 60s paralizis just break the game unfortunatly. There's a way to just never assign this sign ?
Any opinions how it plays? I'm a bit afraid to enable it, to not quadruple effect of enabling racial powers in code patch. Every dunmer using sactuary and summoning his grandma to fistfight gest frustrating fast. How are signs distributed? Won't every merchant get boost personality and every fighter healing 100pts or paralyze 60s? Would it be possible to randomly disable active powers to ease up a bit and simulate already being used that day? Maybe based on npc lvl and luck atribute, so stronger npcs would get higher chance of using them against player.
> How are signs distributed currently randomly. For an update I am thinking about starting first randomly, then increasing sign index by 1 until max and repeat cycle so more variety/sign rotation is ensured between nearby npcs instead of global variety ensured by pure random assignment.
> Won't every merchant get boost personality and every fighter healing 100pts or paralyze 60s? signs are randomly distributed or different for each loaded npc, so there should be no boost of all merchant personality, maybe one in a 20/30 or so Note: this is not relevant anyway as currently signs are assigned only during 2 events: 1. when a NPC starts combat (so no vendor will get sign spells if you don't fight them) 2. when you talk with a NPC that is currently following player I have tested also a more general version where signs are given to each loaded NPC, but so far I think enemies and followers are the ones really worthy of having sign spells, using events to track any loaded npc giving them spells they are less likely to use is probably not worth
> Would it be possible to randomly disable active powers to ease up a bit and simulate already being used that day? as far as I know, powers keep working once per day even for NPCs. Signs randomization should ensure not all your random ashlander pack bandits use the same spell/power. Sign spell/abilities are assigned once per NPC (received sign index is stored with the npc reference/saved in saved game so if a npc reference has already received their sign spell/abilities/powers they don't get another next time they start combat/are talked to/are reloaded...)
This is great to have an MWSE version of this. Out of curiosity, does it work with mods which modify the abilities granted by birthsigns? Seems like it could also trigger on the event of AIFollow? So something like the Steed would take effect.
> does it work with mods which modify the abilities granted by birthsigns it should work with those added by .esp/.esm, I am not sure with any added by other mwse-lua mods, in theory it should if tes3.dataHandler.nonDynamicData.birthsigns address does not change
Good idea about checking some other event too, I will take a look for an update
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I ask because I want to know if I change the birthsigns will the npcs reap the same benefits/drawbacks?
The other sign are good, for example, atronach sign make some NPC anti mage, and healing 100pt make you must beat some twice, but 60s paralizis just break the game unfortunatly. There's a way to just never assign this sign ?
Would it be possible to randomly disable active powers to ease up a bit and simulate already being used that day? Maybe based on npc lvl and luck atribute, so stronger npcs would get higher chance of using them against player.
currently randomly. For an update I am thinking about starting first randomly, then increasing sign index by 1 until max and repeat cycle so more variety/sign rotation is ensured between nearby npcs instead of global variety ensured by pure random assignment.
> Won't every merchant get boost personality and every fighter healing 100pts or paralyze 60s?
signs are randomly distributed or different for each loaded npc, so there should be no boost of all merchant personality, maybe one in a 20/30 or so
Note: this is not relevant anyway as currently signs are assigned only during 2 events:
1. when a NPC starts combat (so no vendor will get sign spells if you don't fight them)
2. when you talk with a NPC that is currently following player
I have tested also a more general version where signs are given to each loaded NPC, but so far I think enemies and followers are the ones really worthy of having sign spells, using events to track any loaded npc giving them spells they are less likely to use is probably not worth
> Would it be possible to randomly disable active powers to ease up a bit and simulate already being used that day?
as far as I know, powers keep working once per day even for NPCs.
Signs randomization should ensure not all your random ashlander pack bandits use the same spell/power. Sign spell/abilities are assigned once per NPC (received sign index is stored with the npc reference/saved in saved game so if a npc reference has already received their sign spell/abilities/powers they don't get another next time they start combat/are talked to/are reloaded...)
it should work with those added by .esp/.esm, I am not sure with any added by other mwse-lua mods, in theory it should if tes3.dataHandler.nonDynamicData.birthsigns address does not change
Good idea about checking some other event too, I will take a look for an update