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NPC Racial powers

Posted: Thu Apr 22, 2010 6:37 pm
by Oblis
Anyone knows if the npcs created with construction set get their racial powers automatically or i have to add them manually on spellbook tab?

For example if i make a Nord, i have to add manually the following?

Nordic Frost
Woad
Nord Frost Immunity

if... Male
+10 Strength and Endurance
-10 Intelligence, Willpower, and Personality


Skills
+10 Blade, Blunt, and Heavy Armor
+5 Armorer, Block, and Restoration

or they will be calculated automatically?

Thanks mates :)

Re: NPC Racial powers

Posted: Fri Apr 23, 2010 12:27 am
by Spiney
It's automatic. You'll see different races use their powers while playing depending on their set AI. So you dont have to set it or anything.

Re: NPC Racial powers

Posted: Fri Apr 23, 2010 8:52 am
by Oblis
set AI you mean their AI packages?
How they understand when they will use them?

Re: NPC Racial powers

Posted: Fri Apr 23, 2010 9:08 am
by Spiney
Oblis wrote:set AI you mean their AI packages?
How they understand when they will use them?
Yeah, preety much. I think in vanilla oblivion they aren't set to use them (i guess for difficullty purposes) But in mods like OOO they change the AI to use their racial abilities, ie: makes them look smarter.

Re: NPC Racial powers

Posted: Sun Apr 25, 2010 7:06 pm
by Legoman
I know i've seen dunmer summon ancestral guardians on me, but playing as a dunmer, I don't ever remember seeing it happen. Hmm...

Re: NPC Racial powers

Posted: Mon Apr 26, 2010 10:58 pm
by Oblis
Now i m making a mod that will give you a Stronghold/Guild with 6 random npcs for each game you play.
They will have racial powers and birthsigns. I tested them and they work them fine :)
The only prob is that i have to enter the selection room so the process must start.
Do you know if there is any way to make them do actions (nessessary for selection) without my presence to start?
I mean can i make them act in the background (so when i enter the guild to be there already?)