before i download i must ask, can i change it so they cast spells in combat? i am making a follower rabbit and i want it to cast spells, but no matter what i do to the HareRace, csHare, or EncHare, i cannot seem to get it to cast any spells
Just adding spells to them won't work. You'll have to actually script it. The base attack they do in this mod is actually a spell, cast through a script.
The base attack spell can be changed in whatever spell you want.
Let me reword: Adding base spells, like Firebolt, etc to some of the races directly won't work. However, this mod add 2 special monitor spells to the races: namely: AnimlessRace_Attack_Control_Ab and AnimlessRace_Attack_Undead_ChangeConfidence_Spell. Ignore the 2nd one. The spell AnimlessRace_Attack_Control_Ab is a contant effect spell that is always active on any of the NPCs that are these races. It has 2 magic effects: one for normal attacks and one for power attacks. The effect has triggered, if the NPC is in combat and does not have another cooldown effect active on them. If the effect gets triggered, it runs a script that plays a sound, casts a melee proc spell on the target and casts a cooldown spell on the Rabbit. As soon as the cooldown magic effect expires, another Animless attack will be triggered.
So what you need to do: In the magic effect: AnimlessRace_Attack_Control_Effect, look at the properties of the Animless_Race_MeleeAttack_Script. You want to replace the property spellToCast from AnimlessRace_Attack_Proc_Spell to any desired spell. (Concentration spells are not supported unfortunately.)
that is indeed very informative and a pretty cool way to go about it. i have a script i made personally that used to work fine, but im not sure what happened, maybe something with the setting of the combat ai package or something... but he does not cast spells anymore and i have been struggling to fix it for the past 4 days. like i said, it may be a little scuff, but this script worked, i was hoping you did something with the ai package that i could replicate to have it cast spells in combat. idek if its possible to add a script in the ai package
Scriptname aaaNibblerCombatScript extends ObjectReference {hopefully allows nibbler to cast spells} FormList Property aaaNibblerSpellList auto Actor Property aaaNibblerNPC auto Event OnCombatStateChanged(Actor akTarget, int aeCombatState) if (aeCombatState == 1) RegisterForSingleUpdate(3) elseif (aeCombatState != 1) UnregisterForUpdate() endif EndEvent Event OnUpdate() int choice = Utility.RandomInt(0, (aaaNibblerSpellList.GetSize() - 1)) Spell NibblerSpell = aaaNibblerSpellList.GetAt(choice) as Spell aaaNibblerNPC.DoCombatSpellApply(NibblerSpell, aaaNibblerNPC) RegisterForSingleUpdate(3) EndEvent
This might sound like a weird request... but because you were able to script and have modding knowledge when you get the time, is it possible to remove these two creatures from being spawned indefinitely in the game. great mod by the way
The best practice would be to use the CK. However, if you're doing this, expect conflicts with any other mods that edit NPCs, since NPCs store a lot of data and a single edit will make them conflict with other mods that edit the same NPC.
https://www.creationkit.com/index.php?title=Category:Actor -> Flags: "Respawn: References of this actor in the world will resurrect and reset when their cell is reset."
I am curious can I do the same thing through sseedit? if I can tell me how to do it with creating a plugin as an off and on switch? thanks alot Endorsed
Now that reanimated chickens and rabbits can bite or peck people, I've half a mind to make their attacks apply the reanimation part of Soul Tear so that they can turn other critters--and people--into zombies too. That is, unless you or someone else beats me to it, which is fine by me.
I've tested this, but unfortunately ressurected ones will still perform the coward behavior and run away from combat. I've casted Courage and Frenzy on non-resurrected ones and they seem to attack as intended. But when I cast Courage or Frenzy on resurrected ones, it says "Chicken/Rabbit resisted Courage/Frenzy." presumably because they're undead. I have tried it with the Master of the Mind Illusion perk, which allows Illusion spells to work on undead. I'm thinking of giving chickens and rabbits another spell to change their Confidence when raised as undead. That sounds awesome tbh. Let me know if you make it, so I can link to it, in the description of this mod.
33 comments
The base attack spell can be changed in whatever spell you want.
Adding base spells, like Firebolt, etc to some of the races directly won't work.
However, this mod add 2 special monitor spells to the races: namely: AnimlessRace_Attack_Control_Ab and AnimlessRace_Attack_Undead_ChangeConfidence_Spell. Ignore the 2nd one.
The spell AnimlessRace_Attack_Control_Ab is a contant effect spell that is always active on any of the NPCs that are these races.
It has 2 magic effects: one for normal attacks and one for power attacks.
The effect has triggered, if the NPC is in combat and does not have another cooldown effect active on them.
If the effect gets triggered, it runs a script that plays a sound, casts a melee proc spell on the target and casts a cooldown spell on the Rabbit.
As soon as the cooldown magic effect expires, another Animless attack will be triggered.
So what you need to do: In the magic effect: AnimlessRace_Attack_Control_Effect, look at the properties of the Animless_Race_MeleeAttack_Script. You want to replace the property spellToCast from AnimlessRace_Attack_Proc_Spell to any desired spell. (Concentration spells are not supported unfortunately.)
I hope this answers your question.
Scriptname aaaNibblerCombatScript extends ObjectReference
{hopefully allows nibbler to cast spells}
FormList Property aaaNibblerSpellList auto
Actor Property aaaNibblerNPC auto
Event OnCombatStateChanged(Actor akTarget, int aeCombatState)
if (aeCombatState == 1)
RegisterForSingleUpdate(3)
elseif (aeCombatState != 1)
UnregisterForUpdate()
endif
EndEvent
Event OnUpdate()
int choice = Utility.RandomInt(0, (aaaNibblerSpellList.GetSize() - 1))
Spell NibblerSpell = aaaNibblerSpellList.GetAt(choice) as Spell
aaaNibblerNPC.DoCombatSpellApply(NibblerSpell, aaaNibblerNPC)
RegisterForSingleUpdate(3)
EndEvent
when you get the time, is it possible to remove these two creatures from being spawned indefinitely in the game.
great mod by the way
edit: also cows, goats, deers, and foxes.
I have no plans for such a mod however.
https://www.creationkit.com/index.php?title=Category:Actor -> Flags: "Respawn: References of this actor in the world will resurrect and reset when their cell is reset."
Endorsed
That sounds awesome tbh. Let me know if you make it, so I can link to it, in the description of this mod.
A: The legend of Zelda: Ocarina of Time (?)