Gameplayer Posted May 20, 2015 Posted May 20, 2015 So late last night I was thinking about how we have "When Dragons Attack" Thing is it seems like it never works when I have a lot of other mods that make script calls. So I was thinking why not have a more generic version? I mean its not like we couldn't attach a keyword called "Dragon Fear" to every actor, I know someone wants to use a script right but Im saying actually applying this manually to every single one by hand. The Pro, well for one there would be no need of a cloak script to attach to player then fire off to tell npc's to go away. The Con, any mod that alters npc's will overwrite this, so there would be patching involved to get it too work. Part 2 Making the Keyword actually do something. This part there might in fact be quite a variety of options to use to make this happen. For one we need to define an effect that makes the NPC run away and for how long.... Essentially I want to apply a Fear Effect that is unblockable if the actor has Keyword "Dragonfear" and I want a duration of 240 seconds. ( 4 minutes of real time ) The Pro's Since the effect is condition based only the actors with "Dragon Fear" are effected. The effect is unblockable cannot be absorbed or magically resisted, in fact it will always or should always apply because actor has keyword. The effect lasts a reasonable amount of time and will end even if you are not there. The Con's Actors might in fact not run indoors and may run into other problems ie get eaten by a bear. The duration may last too long or be too short Part 3 How in the world do I make a magic effect the dragon will use? Beats the heck out of me, A cloak effect would of coarse be the obvious route. We can set the cloak to effect a specific magnitude of area. The cloak will always be on and should go away when the dragon is dead. Pro's Dragon is present any npc with "dragonfear" runs away Npc comes back gets hit with dragonfear runs away again The Cloak goes away when dragon dies Con's Compatibility Patch would be needed due to all those Dragon mods, and only base game dragons have the cloak...Why well I wouldn't want a cloak attached to the player to set a cloak on the dragon or a script to apply cloak to dragon at any time in game, script load thing. The cloak on the Dragon should take up script time when the dragon is present.......So maybe performance impact or may not no idea yet. --------------------------- The benefit is that the NPC will run away. The problem is that any mod that makes a change to npc's or dragons will overwrite these changes. Bash Patching wont really work to fix that, a merge patch in TesVedit might work with that. Anyway just some random thing that has been rolling around in my head.
Anatriax Posted May 20, 2015 Posted May 20, 2015 Lol. This is a great idea. I love it. The way your idea is plotted out a dragon could attack anywhere inside your loaded cells. So with a setting like uGridsToLoad=9 (or some crazy people even use 11... I cringe at the thought of how unstable that is), you could be headed to Dawnstar, the dragon could attack and kill half of the city before you even got there. Walk into town: "Well, crap. Everyone is dead. Burn marks? Where's the dragon!?"Would also be cool if we could incorporate a spell for the dragons where they randomly turn themselves into an NPC and interact with you, then ... turn into a dragon and "sneak attack".
Gameplayer Posted May 20, 2015 Author Posted May 20, 2015 I would think that any Dragon Script going right now would be problematic with Ugrids higher than 5. Of course this one sure would be a problem at Ugrids 9 >< ----------- What I see with the other version was and Im not sure if its still like this but it used to be that NPC's would become essential, go into their house, and stay there for the rest of the game.
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