Skyrim Special Edition
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AndrealphusVIII

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AndrealphusVIII

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  1. magnet55sphere
    magnet55sphere
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    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
    1. AndrealphusVIII
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      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.
    2. magnet55sphere
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      i dont see a custom hare race and i dont see a script on EncHare
    3. AndrealphusVIII
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      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.)

      I hope this answers your question.
    4. magnet55sphere
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      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
    5. AndrealphusVIII
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      OnCombatStateChanged() doesn't work in an AI package script unfortunately. I'm not sure OnUpdate() does either.
  2. GalimeerKandarus
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    How exactly is the damage they deal determined? Would giving them perks like the crExtraDamage ones do anything?
    1. AndrealphusVIII
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      It's based on their one-handed and two-handed actor values IIRC.
  3. kentonmiles
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    trying this with exploding chickens mod. fingers crossed
    1. AndrealphusVIII
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      I doubt that will work, but feel free to try.
  4. mythcraft
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    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

    edit: also cows, goats, deers, and foxes.
    1. AndrealphusVIII
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      So, you'd like to have these creature no longer respawn? AFAIK, that's a checkbox within the individual NPC records.

      I have no plans for such a mod however.
    2. mythcraft
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      how to do I do that? using SSEEdit or zedit? and how do I navigate to that checkbox.
    3. AndrealphusVIII
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      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."
    4. mythcraft
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      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
    5. AndrealphusVIII
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      You can through xEdit, but certain character templates might not update properly. I'd suggest you look up some tutorials on how to edit NPCs.
    6. steviex34
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      Maybe markfordelete or some other console command should work on any object or npc.
    7. AndrealphusVIII
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      Maybe markfordelete or some other console command should work on any object or npc.
      That's possible, but I'm not sure which console command would be able to update actor templates.
  5. JamesTParker
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    Will they do a realistic amount of damage? Or is this a Rabbit of Caerbannog situation where they will tear through armies? 
    1. AndrealphusVIII
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      They will do about 5 points of damage each attack.
  6. Onichu
    Onichu
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    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.
    1. AndrealphusVIII
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      Now that reanimated chickens and rabbits can bite or peck people
      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.
      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.
      That sounds awesome tbh. Let me know if you make it, so I can link to it, in the description of this mod.
  7. Greenhat
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    Q: Seriously? Rabbits and chickens that attack? What gave you this idea?
    A: The legend of Zelda: Ocarina of Time (?)
    1. AndrealphusVIII
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      I never really played through that game (I really should at some point.) I've only played small bits of it.
  8. DarkDominion
    DarkDominion
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    “BRING FORTH THE HOLY HAND GRENADE OF ANTIOCH”
    1. AndrealphusVIII
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      One, two, five! Three, sir! Yes, three!
    2. DarkDominion
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      that ^
  9. gab344
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    "Look at the bones!"
    1. AndrealphusVIII
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      Lol. ^^
  10. TorinCollector
    TorinCollector
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    BEWARE OF THE BUNNY! https://www.youtube.com/watch?v=TnOdAT6H94s
    1. AndrealphusVIII
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      Indeed!